Render erase color


    Mar 23 2008 | 2:03 am
    I need to render a few opengl objects to different render objects and then view them all in the same window. I want to have erase color control of each opengl object separately. Can someone please show me how to do this.
    Thanx

    • Mar 23 2008 | 2:34 am
      Render to texture. Search the forums about this subject, all will be
      revealed ... (you can render each object to a texture with a
      different background color by drawing a quad first on each draw pass).
      wes
      On Sat, Mar 22, 2008 at 7:03 PM, Mike wrote:
      >
      > I need to render a few opengl objects to different render objects and then view them all in the same window. I want to have erase color control of each opengl object separately. Can someone please show me how to do this.
      >
      > Thanx
      >
      >
      >
      >
    • Mar 23 2008 | 6:38 pm
      Ah I see what your saying. However i was wanting to take advantage of the delayed erase time in the renderer. I like the effect. Is there a way of using this separately on each grideshape?
    • Mar 23 2008 | 7:05 pm
      You can use a shader in a feedback network to accomplish the same
      effect. I've made a shader called co.accum.jxs that does this.
      Here's a patch and shader.
      wes
      fade amount
      Accumulator
    • Mar 23 2008 | 8:29 pm
      BTW, in the patch I posted, you don't even need the background quads.
      You can just use the erase_color shader parameter to set the
      background color.
      wes
    • Mar 23 2008 | 10:45 pm
      thanx man. great work
      mike
    • Mar 25 2008 | 12:01 am
      Hey Wes?
      Im trying to use your shader but am having some issues with the code.
      can you check it for me and tell me what Im missing. Below is the code and the error message i get from max window.
      thanx
      Shader to emulate render erase color
      jit.gl.render: building GL on window "test"...
      • error: -- START GLSL INFO LOG: --
      ERROR: 0:1: '+' : syntax error parse error
      ERROR: Parser found no code to compile in source strings.
      • error: -- END GLSL INFO LOG: --
      • error: jit.gl.shader: GLSL program failed to compile.
      • error: -- START GLSL INFO LOG: --
      ERROR: 0:1: 'kSO' : syntax error parse error
      ERROR: Parser found no code to compile in source strings.
      • error: -- END GLSL INFO LOG: --
      • error: jit.gl.shader: GLSL program failed to compile.
    • Mar 25 2008 | 12:47 am
    • Mar 25 2008 | 1:27 am
      here is the error message and the attached shader file
      jit.gl.render: building GL on window "test"...
      • error: -- START GLSL INFO LOG: --
      ERROR: 0:1: '+' : syntax error parse error
      ERROR: Parser found no code to compile in source strings.
      • error: -- END GLSL INFO LOG: --
      • error: jit.gl.shader: GLSL program failed to compile.
      • error: -- START GLSL INFO LOG: --
      ERROR: 0:1: 'kSO' : syntax error parse error
      ERROR: Parser found no code to compile in source strings.
      • error: -- END GLSL INFO LOG: --
      • error: jit.gl.shader: GLSL program failed to compile.
    • Mar 28 2008 | 7:01 pm
      Hey Wes,
      sorry but your attachment is not there. Can you send it to me again please.
      regards mike
    • Mar 28 2008 | 9:28 pm
      http://www.cycling74.com/pipermail/jitter/2008-March/014225.html
      and
    • Mar 29 2008 | 12:45 am
      thanx a bunch
    • Apr 03 2008 | 7:55 pm
      When I try to use your co.accum.jsx shader I get this message.
      error: jit_xml_document: error reading file at byte offset 1079 / no element found
      error: line (44):
      error: jit.gl.shader: error reading shader xml file 'C:/Program Files/Cycling '74/MaxMSP 4.6/Cycling '74/jitter-shaders/composite/co.accum.jxs'
      Whats going on?
      Ive attached a patch so you can show me how to use it.
      max v2;
      Thanks wes
    • Apr 03 2008 | 8:41 pm
      The trouble seems to lay in the mesh. How can I get what is outputted from the mesh to a videoplane so that I can put a shader on it?
    • Apr 03 2008 | 10:03 pm
      @capture on the gl.mesh.
      please see the Scene Process jitter recipe. all the answers are there.
    • Apr 03 2008 | 10:18 pm
      Cool. Just wondering if there is a sketch drawing command like the drawobject that can be used to capture jit.gl.mesh?