SceneProcess


    Jan 13 2006 | 10:56 pm
    Hi List,
    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!
    Happy Patching.
    Andrew B.
    Cycling '74
    max v2;

    • Jan 13 2006 | 11:07 pm
      Sorry About That!
      I posted a non-working version
      This one will work(hopefully) ;)
      Andrew B.
      max v2;
    • Jan 16 2006 | 3:43 am
      Hi.
      Question:
      @capture only seems to work for one gl object. IE: if I have 2 gl
      objects with @capture 'destination', then the texture named
      destination seems to take the first gl object and render only that to
      the texture. ie: capture is 1 to 1, one GL object one texture. This
      makes sense to me, however:
      Id like to 'capture' the whole scene. I know jit.gl.render has
      to_texture, but I get this error when sending that message:
      warning: method screen_grab called on invalid object
      ive looked in the jitter examples, and in the html, and I see no
      example of using it to capture a full scene to a texture. Whats the
      best way to go about doing this? @caputure seems quite fast... Is
      there any chance someone could throw a simple multi jit.gl.* patch
      (say 3 jit.gl.models ) that are all captures to a texture which can
      be slabbed all day long?
      thanks for all the prior jitter example patches - they've been most
      enlightening.
      v a d e //
      www.vade.info
      abstrakt.vade.info