If you are like me, then you probably get tired of the clean edges and
sterility of the OpenGL view, but can't afford to render to a matrix
because of frame rate loss. Well, this week's example offers a remedy
to this bothersome conflict.
Since Jitter 1.5, we have a nice collection of texture-processing tools
(jit.gl.slab,jit.gl.texture,jit.gl.shader, and the jitter-shader
library). This allows the clever jitter user to do most of her
processing on the GPU, thus freeing up her CPU to do things like
generating clicks and beeps. This example uses the capture attribute of
jit.gl.objects to render the OpenGL scene to a texture (everything stays
on the GPU), which is then processed using some jit.gl.slab objects with
different shaders. For more excitement, I heartily recommend learning
to write your own shaders (most consist of only about 5 lines of code).
Enjoy the long weekend!