shared_context on windows, anyone?


    Sep 19 2010 | 7:20 pm
    I can't post my entire patch because it is getting pretty huge, but here's what I'd like to do:
    I would like to take all the main rendering context on a opengl scene and duplicate it in two other jit.gl.renders (and windows) for further processing through slabs.
    Until now I've been successful by using jit.gl.asyncread to copy the main render to a texture, but the frame rate is low because of the GPU -> CPU -> GPU passage.
    I've using jit.gl.sketch and @capture attribute, and the capture works only if I draw the resulting texture on the main context, if I try to read the texture from a different context it does nothing. So I tried sharing the texture with the @shared_context attribute, but it doesn't work on my windows machine (a bug?).
    I've tried each and every example related to @shared_context on the forum, but no one of them works on my brand new windows 7 machine with an ATI 5750 card.
    Is there a solution? Any example that surely works on a windows pc?
    I'm pretty disappointed since the windows version of MaxMSP is giving me a lot of trouble implementing few simple tasks. I expect a $699.00 software to be more reliable.

    • Sep 19 2010 | 7:53 pm
      ok, here's a little example to clear things out:
      As you can see I can resample the entire scene onto a texture but I can only draw the texture in the original context. Using @shared_context doesn't do anything on my machine.
    • Sep 19 2010 | 8:18 pm
      Mistake. It draws on the second context if I close the patch and open it again. But how to share the same texture to two context simultaneously?