I'm having trouble getting the results I want with a patch using 3 jit.gl.camera objects.
I have a "room" object that is in a Collada (dae) file. I read that into a jit.gl.model object. It has UV mapped textures. I can set up 3 jit.gl.camera objects, each viewing a wall of the "room" (there are just 3 walls to start).
I can display the "main" room by default, and enable/disable each of the three cams to position and see what each camera's view is.
So far so good. I can't seem to get my head around how to capture each camera view and ultimately display the 3 views side-by-side on my main.
I've tried using @capture on the cams and hooking them up to jit.gl.videoplanes (3) ... somehow I can't get it all to sit right.
ANy ideas would be helpful, and I'm uploading a patch and the files so that the "room" model can be loaded.
I know I need to make the jit.window window 3 times as wide, but I'm lost as to which objects get handled by the jit.gl.node, the main render context - who gets what to make it all work.
The final result should yield left wall of room flat on left videoplane, center flat on center, and right wall flat on right videoplane. Like a 3-wall room UV-unwrapped.