shadows with jit.gl.light
I often move a light source around a 3D world for projection-mapping projects. This can create very nice shadows which heighten the illusion of 3D motion in the scene.
The shadows in Jitter seem to be of much lower resolution than the objects they are projected onto. Instead of a nice, pixel-by-pixel transition from light to dark, the shadows look like thick bands of ripples on a plane.
Am I missing something here?
Here is a patch with a 3D plane and gradually changing parameters for jit.gl.light:
What do I do to see what you describe? I create the patcher from your code and...
I _think_ this might not be something you can get around easily. I'll leave the technical aspects of this to someone more versed in Jitter OpenGL Backend.
However, you might attempt to use a texture, instead of a raw color? In my limited experiments with your patch, the effect is far less noticeable on a textured piece of geometry.
As a side note, your patch was very difficult to figure out what I needed to do to make it work (bunch of load bangs I had to seek out, and then figure out that I needed to hit the space bar and probably some other random buttons I hit in an attempt to get it to do things). If you're posting patches for help, it's best to simplify them as much as possible, and barring that, give a good explanation of how to use them (or, ideally, patch/cobble together a temporary 'HIT THIS BUTTON TO MAKE THINGS GO' button in your main patcher window) - nobody else on the forum has used your patch as extensively as you have, and you have to assume that they have no sense of your coding style.