Syphon with jit.pwindow


    Jan 15 2021 | 4:18 pm
    I'd like to know what's the best way to Syphon a scene rendered to a jit.pwindow. I'm looking at a patch in gl3 with several [jit.gl.node] objects, a common jit.gl.render and jit.pwindow (and automatic mode off for all of the gl objects.) - Should I create an additional jit.gl.node (before my shared gl.render) that would gather all of the already existing nodes, for the purpose of outputting a texture? - I'm not sure I should try a [jit.pworld] route: it doesn't have a texture output (nor output_texture attribute). - Would there be a more efficient solution? Thanks!

    • Jan 15 2021 | 4:56 pm
      first option, render all to a gl.node, is the way to go. you don't even need to edit your patch, just add a gl.node, set its name attribute to your current context name, set its context to your current context name modified (like mycontext_ctx), and rename your pwindow and gl.render with the new context you gave the gl.node.
    • Jan 15 2021 | 5:43 pm
      Great, thanks a lot!
    • Jan 16 2021 | 12:25 am
      I guess a jit.gl.videoplane must also be added to render the scene to the original window? The solution was a little more convoluted because I'm using objects @automatic 0: I had to use the begin_capture message. I still have a question though: is capturing to texture supposed to work only with [jit.gl.node] set to automatic 1? I can't make it work with automatic 0 (the begin_capture message is not output by jit.gl.node when it is banged). I must be missing something. Here is what I have:
    • Jan 19 2021 | 3:44 pm
      that is correct, jit.gl.node capturing is only supported in automatic mode
    • Jan 19 2021 | 5:18 pm
      Perfect, thanks, it works great.