Render To Texture Example


    Jun 24 2006 | 5:44 am
    > and lastly, is it possible to render an entire scene to a texture now? Just curious, as it seems like > some things have been changed possibly wrt jitter. Not a big deal
    Indeed it is possible now using the FBO backend. The pbuffer backend has some issues in the public beta that will hopefully be addressed in the future, but for now, FBOs work quite nicely. There are a few things to note in the patch. First, pay attention to how jit.gl.render's @capture attribute is being used to both render to texture and to the normal jit.window context. Second, notice the glreadback message to jitter. There are two options given in patch: fbo and rtt. fbo is FBO and rtt is pbuffer. You will probably get stack overflow errors with the pbuffer setting.
    The example is not so hot. I threw it together to show the mechanics of it. To get more interesting effects, I would reccomend using shaders to process the capture texture to get some alpha in the thing for better feedback. Also something to note is that I'm rendering all of the geometry to the FBO and to the jit.window. This requires rendering everything twice. This doesn't have to be the case. You can render to just the FBO or just the jit.window.
    best, wes

    • Jun 26 2006 | 2:09 pm
      On Jun 24, 2006, at 8:41 AM, vade wrote:
      > This is big. Last night I finally figured out how to get to_texture > working. For some reason I was simply blanking on it and couldnt > get it working before. I did end up rendering twice, and erasing > once I had captured to the texture but before I drew to the screen. > Ugly hack. The first thing I did once I got it working was throw > some jit.gl.slabs and imageunits at it. Goddamn, this is a new era ;)
      Yes, to_texture now works properly (which is another way to accomplish this besides the @capture/FBO solution). The texture will also adapt to the viewport size if the @adapt attribute of jit.gl.texture is enabled(is by default).
      -Joshua
    • Jun 26 2006 | 2:51 pm
      Thats exactly how I was using it - ill have to read up on FBO (is there a performance difference at all or ? FBO isnt in my acronym database ;)
      Also I noticed that imageunits get cranky if you change the size of the texture (as reported in the helpfile - id crash occasionally but more likely id notice a huge drop in framerate and Max's memory usage would climb and climb - it seemed this would happen more in @colormode uyvy.. ), but I really cant be any happier with this functionality. Once things work smoothly, it will really make a huge difference.
      Ive already incorporated 1.6 features into my new patch and am finding whole slews of new things to play with via slab chains and imageunits that manipulate the whole render context - adding some distortions/bump maps to the texuture really 'unflattens' openGL.
      great work - seriously.
      v a d e //
      www.vade.info abstrakt.vade.info
      On Jun 26, 2006, at 10:09 AM, Joshua Kit Clayton wrote:
      > Yes, to_texture now works properly (which is another way to > accomplish this besides the @capture/FBO solution). The texture > will also adapt to the viewport size if the @adapt attribute of > jit.gl.texture is enabled(is by default).
    • Nov 20 2006 | 9:48 am
      when running on an x800 ati xp swetup i get jit.gl.readback.pbuffer: error creating pbuffer: GL Error: Invalid enumeration
      when running thru ;jitter glreadback rtt
      On 6/26/06, vade wrote: > > Thats exactly how I was using it - ill have to read up on FBO (is there a > performance difference at all or ? FBO isnt in my acronym database ;) > Also I noticed that imageunits get cranky if you change the size of the > texture (as reported in the helpfile - id crash occasionally but more likely > id notice a huge drop in framerate and Max's memory usage would climb and > climb - it seemed this would happen more in @colormode uyvy.. ), but I > really cant be any happier with this functionality. Once things work > smoothly, it will really make a huge difference. > Ive already incorporated 1.6 features into my new patch and am finding > whole slews of new things to play with via slab chains and imageunits that > manipulate the whole render context - adding some distortions/bump maps to > the texuture really 'unflattens' openGL. > > great work - seriously. > * > * > * > * > *v a d e //* > * > * > *www.vade.info* > *abstrakt.vade.info* > > > On Jun 26, 2006, at 10:09 AM, Joshua Kit Clayton wrote: > > Yes, to_texture now works properly (which is another way to accomplish > this besides the @capture/FBO solution). The texture will also adapt to > the viewport size if the @adapt attribute of jit.gl.texture is enabled(is > by default). > > > > > >
    • Nov 20 2006 | 2:23 pm
      If you're trying to do RTT, try this patch: