SceneProcess
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
Sorry About That!
I posted a non-working version
This one will work(hopefully) ;)
Andrew B.
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