periodically capture to texture to cope with strokelimit

    Oct 13 2011 | 7:21 am
    Dear all,
    I'm pondering my brain over this for quit some time and I can't seem to get it right.
    I'm making a drawing program in which I use the stroke command in After a while this becomes very heavy on the computer because of the cmdlist.
    In order to bypass this I was thinking of having only 60 or 70 points drawn, or until i send the stroke an endstroke command, copy what is on the sketch to a texture, texturize a videoplane (drawn in the same sketch) in the back and begin drawing again.
    When the next endstroke command would come along, I would captre the whole sketch again, with the underlying videoplane texturized and the overlaying new stroke into the texture and so add (pixelwise) everything together.
    I'm a bit lost on this, I can't seem to get the logic right on this and don't even know it is possible at all.
    Could any of the jitter ninja's here guide me into the right direction?
    I've tried with shaders too, but those are a bit out of my (programming) league.
    Any help would be greatly appreciated.
    I w

    • Oct 28 2011 | 8:21 am
      Hi, Me again hoping for some answers still. I'm including a picture and a patch, hoping to explain this better.
    • Oct 28 2011 | 10:57 pm
      hi llumen.
      try the new object in max 6:
    • Oct 31 2011 | 8:15 am
      Hi Robert,
      Using the path object isn't really helping much, drawing for a long period of time is slowing down too. Also, when using the stroke on the sketch or any other drawing command, you can easily have different strokes which are spaced apart from each other.
      I think the best solution would still be the copying of the texture at the end of one stroke paint it on a video plane at the back and do this recursively, but I still can't figure out what I am doing wrong in the patch posted.