text2d : how to capture to texture after some jit.iter operation ?
Hello Jitter people,
As my video processing needs are usually pretty straight forward, I always end up finding inspiring solutions to my questions on this great forum and through tutorial patches and Andrew's recipes. But this time I feel confused with the many times discussed @capture concept.
I've been messing around with a nice little patch I found in this old thread :
https://cycling74.com/forums/falling-text-symbols-need-help
The idea is to use jit.gl.text2d and jit.iter to create a "text rain". It's working perfectly fine but now I wonder how it would be possible to capture this text rain to a texture so as I can include it to a slab processing chain and play with it just like any other source.
Pasted below is a modified version of the original patch to explain my point. I used @capture attribute and applied a texture to a videoplane but the rain effect then isn't displaying and only one character appears…
I feel there's some basic rendering concept I'm not quite getting right but I can't figure it out… My guess is that the jit.iter thing doesn't make it to the texture object and my brain just refuses to understand clearly why…
Any suggestion welcome !
Cheers
n.
hello nicolas.
you will probably have more success capturing your scene using jit.gl.node.
i've modified your patch slightly to use this technique. take a look:
Thanks a lot Robert !
I recently had several occasions to read your various posts about jit.gl.node and other max6 objects that seem to make a lot of gl-world stuff much simpler. Unfortunately, I can't afford an upgrade right now… In the meantime I'll check this out on a max 6 demo somewhere.
But if someone out there has figured out a max 5 solution to a similar situation, I'd be curious to have look at it.
Cheers
n.
here is my first attempt:
the texture is readback from gpu to matrix, so it can slow down
Smart solution, thanks a lot ! I finally could find some time to give it a try. It indeed slows down my 4 years old macbook but still, it's interesting to know it is possible to get this to work. Thanks again !
I have problems to capture gl.objects with @automatic 0 with jit.gl.node. Here a simple example with the dancing sprites recipe. Is here something wrong with the rendering order?
capturing objects drawn in non-automatic mode, is currently not supported, as you've discovered.
why not use jit.gl.multiple for this?
thanks, wonderful! time to substitute some patches and send them in some jit.gl.pix objects...