Re: Rendering to texture: how to jit.gl.videoplane at full screen??


    Jan 23 2008 | 5:22 pm
    Hi Robert, This patch was designed to work with Jitter before we introduced the @transform_reset settings to the OpenGL objects. To automatically adapt the the videoplane to screen aspect ratio, use "@transform_reset 2" in the jit.gl.videoplane.
    You will also want to adapt the texture dimensions to fit the window to avoid resampling artifacts.
    Best, Andrew B.

    • Jan 23 2008 | 5:33 pm
      > You will also want to adapt the texture dimensions to fit the window to > avoid resampling artifacts. >
      Which you can get from jit.gl objects' dest_dim attribute. wes
    • Jan 23 2008 | 7:58 pm
      hi folks - i seem to have an issue when setting loopoints on an ntsc dv .mov file loaded into a jit.qt.movie. it appears to crash max.
      i found some older posts on this, but i'm wondering if anyone has had that problem recently, and if so, is there a workaround?
      also - what is qtoptimize? i found a fleeting mention of it on the web but no real documentation...
      any insight into this would be helpful.
      thanks
      brian
    • Jan 24 2008 | 1:17 pm
      Thanks for your help, everyone.
      So let me get this straight. In order to toggle back and forth between in/out of fullscreen:
      1- Set the destination dimensions for the full screen texture by adding @dest_dim x y (x and y being the pixel dimensions of my monitor screen) to jit.gl.texture
      2- Add @transform_reset 2 to jit.gl.videoplane.
      3- To return to the normal sized jit.window, I use the attribute @size a b (these dimensions can be anything?) to jit.window.
      Am I on the right path? If so, how come a get a blank screen every now and then?
      Cheers, Robbie
    • Jan 24 2008 | 2:38 pm
      On Jan 24, 2008 1:17 PM, Robert Griffin Byron wrote:
      > > 1- Set the destination dimensions for the full screen texture by > adding @dest_dim x y (x and y being the pixel dimensions of my monitor > screen) to jit.gl.texture >
      No. dest_dim is something you can query from any opengl object. It will give you the size of the context you're rendering to. Normally this would be the size of your jit.window. Its not something you set manually.
      > > 2- Add @transform_reset 2 to jit.gl.videoplane. >
      Yes you can leave that fixed. It will make sure your plane is drawn in 2d as an overlay of you screen, no matter how you rotate the rest of your scene/camera.
      > 3- To return to the normal sized jit.window, I use the attribute @size a b > (these dimensions can be anything?) to jit.window. >
      You use @dim not @size. They reason for changing your texture to fit your screen size is that you won't wast resources if you're rendering while not in fullscreen. Its a waste to render to a 1440x900 texture if you're using it to overlay a 320x240 window. All of your slabs would be doing a lot extra calculations.
      > > Am I on the right path? If so, how come a get a blank screen every now and > then? >
      The blank screen seems to simply have to do with how the patch works. Its using feedback. It the texture gets to light, it will be while. It still the same thing you're looking at. Just white.
      I changed your patch around to illustrate what I wrote, but beware: I broke it (at least on my computer). There is something about dynamically changing the texture size that messes things up. You need to reinstantiate jit.gl.render to get the context back to normal. So instead you might have to use 2 seperate textures, and switch the @capture attribute of the jit.gl.nurbs. Maybe someone (andrew?, wes?) knows a fix that allows you to capture to dynamic dim textures...
      Thijs
    • Jan 24 2008 | 2:44 pm
      On Jan 24, 2008 2:38 PM, Thijs Koerselman wrote:
      > > It the texture gets to light, it will be while. It still the same thing > you're looking at. Just white. >
      If the texture gets too light, it will be white. It's still the same things you're looking at. Just with a useless spelling check ;-)