Model+Material = Binary Mask?
When I apply a material with an alpha channel to a jit.gl.gridshape I get a nice smooth mask.
When I apply a material with an alpha channel to a jit.gl.model I get fucked up ugliness.
Any ideas here?
The patch below is a demonstration. This Dropbox link includes also includes a model and a masked image for testing. (In case you don't have them.)
https://dl.dropboxusercontent.com/u/45041437/Example.zip
Yeah, i also always have worries with jit.gl.material. If i load your example patch with texture and model it looks fine(Capture1, bottom). But if i doubleclick and open jit.gl.material (i don't change any parameter) it starts looking like Capture2(dark one). 7.0.3 32bit on Windows
That's even weirder than my thing. I get the hexagons but the mask only lets either 100% transparent or opaque.
I'd avoid material but I'm not sure where else I can use normal maps. (I'm not very educated in jit.anything.)
To add to this, the bottom is actually what I want! So maybe it's my graphics card. I'm on an old 17" mbp.
set jit.gl.model @material_mode 0.
this tells the model to ignore all material values loaded from the model's material file, and use the @mat_* values instead.
Rob,
It's ambiguous what you're replying to but if I'm understanding you correctly, you're saying in order to avoid using jit.gl.materials, I can manually set colors on the jit.gl.model. The huge downside of this is that jit.gl.model doesn't seem to take texture matrices like jit.gl.materials does. For instance applying a bump map to jit.gl.model without jit.gl.material appears to be impossible (unless my lack of experience is hiding something from me).
I GOT IT!
ROB! I Live in New York. Owe you a beverage and/or meal.
EDIT: ... except it doesn't do spherical mapping. DOH!