No more than one jit.gl.render in a patcher?

Greg Kowalski's icon

I created two different jit.gl.render in a patcher (each with a different name) to play different movies in different windows, but only one works. Same with jit.world. Can you only have one per patcher?

Thanks

Greg

Rob Ramirez's icon

you can have as many render contexts in your patch as your gpu can support. are you on Max 8? what OS?

Greg Kowalski's icon

Max 7. Mojave 10.14.

Greg

Greg Kowalski's icon

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.

Rob Ramirez's icon

in max 7 you have to explicitly set the @drawto on the jit.movie object to the name of the jit.world

Greg Kowalski's icon

Thank you

Greg

Greg Kowalski's icon

I have another related question: when I try to do the same thing using jit.gl.render I run onto the same problem. This time activating the second jit.gl.render kills the first one.

Greg

Rob Ramirez's icon

same exact answer, set the @drawto of jit.movie 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).

Leo Mayberry's icon

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.

Greg Kowalski's icon

Thanks, Rob. Works fine.

Pedro Santos's icon

@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.

Max Patch
Copy patch and select New From Clipboard in Max.

Rob Ramirez's icon

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.