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
      max v2;
    • 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 ;-)