Strange glitch in Glcore with jit.gl.node capture 1 - in js
Hi rob,
I m encountering at different places of a large patch, the same strange glitches when creating jit.gl.node with capture 1 and jit.gl.videoplane that gets that node's texture as input.
I m on mac OS 12.6 intel, max 5.1
Please see this simple patch:
Can you get a look and see if you can reproduce it?
thanks in advance!
oh in the jit.window, if i set doublebuffer to 1, it seems to fix the problem.
Im not fully sure what i m doing here, and what it is going on behind.
In gl2, it was working fine. I d like to understand why here it has to be set on 1, or is it even related to that? how that could be?
it wasnt a good lead, because setting doublebuffer on 1, creates a lot of weird glitches everywhere on the global patch.
actually creating similar objects with max, as the ones made in js generates the same glitch:
Deleting the jit.gl.node and rendering the mesh directly in the jit.windows is working as expected, so it seems related to jit.gl.node with capture 1 when the rendering context is created in js.
keep doing some test, so there's something going on that i dont understand.
In Glcore, with jit.gl.node capture 1, jit.windows is glitching when it has depthbuffer 0 / doublebuffer 0. But it doesnt glitch if the jit.gl.node has capture 0.
Does it mean that in gl core, the jit.windows has to be set on depthbuffer 1 / doublebuffer 1?
The same patch works perfectly in gl2 whatever the attributes
here i m comparing jit.windows in js (i thought it was the pb) and with max object:
Hi Eric,
I can reproduce, it seems that jit.window + jit.gl.node @capture 1 needs to have the doublebuffer on in glcore.
@depthbuffer 1/0 doesn't seem to make any difference
thx federico for confirming. I feel bad asking but as this is not documented, i had no idea where that could come from. Its very hard to guess actually. Something to put in the help file :)