No more than one in a patcher?

    May 15 2019 | 8:03 pm
    I created two different in a patcher (each with a different name) to play different movies in different windows, but only one works. Same with Can you only have one per patcher?

    • May 16 2019 | 2:25 am
      you can have as many render contexts in your patch as your gpu can support. are you on Max 8? what OS?
    • May 16 2019 | 4:27 am
      Max 7. Mojave 10.14.
    • May 16 2019 | 2:06 pm
      What happens is the first movie plays fine, but the second and third only show a white window. I can hear the audio of all three though. Adding @output_texture 1 didn't change anything.
    • May 16 2019 | 2:12 pm
      in max 7 you have to explicitly set the @drawto on the object to the name of the
    • May 16 2019 | 2:16 pm
      Thank you
    • May 16 2019 | 2:32 pm
      I have another related question: when I try to do the same thing using I run onto the same problem. This time activating the second kills the first one.
    • May 16 2019 | 4:35 pm
      same exact answer, set the @drawto of to the context name. you could also enable shared contexts by setting jit.window @shared 1 on both jit.window's (this is enabled by default in Max 8).
    • May 16 2019 | 5:21 pm
      Rob, I just did a project where I was essentially cutting up a single image and sending it out to three different projectors (each on a seperate output). I was under the impression that I had to create three separate render contexts, and three separate windows. This meant that I had to sort of copy the texture across to all three and then format it. Is there a way I could have done this with shared contexts and a single texture? Would this be a matter of positioning objects and using different camera's from the same render, or multiple render objects that are associated with different windows somehow? I'm guessing it would save a lot of resources to use a single context.
    • May 16 2019 | 11:38 pm
      Thanks, Rob. Works fine.
    • May 17 2019 | 10:25 am
      @Leo, I think you would be better served by using a single GL context and a single jit.window. Arrange the monitor/projector positioning in the operating system's preferences. In Max, don't use fullscreen mode, use regular mode and position the window and its size with appropriate messages to cover the 3 outputs.
    • May 17 2019 | 3:50 pm
      yes, as long as the displays are all driven from the same GPU, you are probably fine to use a single window to output to all 3 displays. probably best to have them all the same dimensions (although not sure if that's a necessity).
      would need more details of your content, setup, and desired results to say more.