Rendering multiple gl scenes to a single window for mixing.

    Jul 12 2012 | 6:29 pm
    Hello beautiful jitter users.
    I am doing some live visuals tomorrow night (eek!) and have been focusing on getting 4 or 5 versatile patches ready, using some of the recipes by the wonderful andrew benson as bases. My question is it possible to have all of these patches open and ready, but to only send one or two at a time to a single window? Will I have to dynamically rename all the drawing contexts via "drawto" messages? Is there an easier way?

    • Jul 12 2012 | 7:08 pm
      If you're on Max6, you can use @capture 1 to render scenes to texture and mix them together using slabs. It's the easiest way to manage and mix 3d scenes.
    • Jul 13 2012 | 7:50 am
      Hacking this to blend the 3 textures on one videoplane/window instead of outputting to 3 should get you going:
    • May 10 2013 | 3:17 am
      Hello, I'm working on this kind of staff as a new user of OpenGL. Could you say to me which was the best solution you finded?
      Wesley Smith or somebody, Could you give us an example of that, without mixing please? Just making changes between 5 different contexts? I will appreciate. Thank you so much.
    • May 10 2013 | 5:24 pm
      there's plenty of examples of capturing gl scenes to a texture with gl.node to be found by searching the forum.
      can you explain a little more what you're trying to achieve? why do you want to use 5 different contexts?
    • May 10 2013 | 6:32 pm
      For example, if I would like to unify five different recipes of the books without mixing, just triggering them into one window, which is the best way for doing that?
      Changing the name of the jit.window, creating different contexts and then send them to the same window (as tut 31Render Dest), create same context and just when I don't want to use one effect on screen change its x/y position? I mean, If I've got four effects for doing them in real time, which is the best solution for not to colapse CPU using openGL and also video capture from Kinect (to videoplane) Thank you.
    • May 10 2013 | 6:51 pm
      The best way to switch between scenes is to use a for each scene. All objects in a scene will be controlled by a node, which can be turned on/off to switch which scene is rendered. You only need one for this to work. Each will act as a sub-context for your scenes.
    • May 15 2013 | 3:06 am
      I'm sorry but I was trying how to get the for this unifying all renderings... and i couldn't get a good solution. I made a little patch for instance using some patches i've downloaded from forum as an example. Now i've got problems with the mesh for example. It's constructed in the way of just selecting the vídeo I want from an "umenu" and bringing out of scene all the other effects. Could someone guide to me how to do it with on this example, please?
      I know, maybe what I am proposing maybe is too much CPU process, but I don't know the best way for doing it.
      Thank you MAXpeople!
    • May 15 2013 | 4:04 am
      Here's a real simple patch that shows the basic approach to managing scenes:
    • May 15 2013 | 11:45 pm
      Interesting. Thank you very much.
    • May 16 2013 | 9:25 am
      Created a new post, now it works. Sorry for the trouble.