text2d : how to capture to texture after some jit.iter operation ?

    Jun 25 2012 | 3:37 pm
    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.

    • Jun 25 2012 | 9:56 pm
      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:
    • Jun 25 2012 | 11:25 pm
      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.
    • Jul 01 2012 | 5:35 pm
      here is my first attempt:
      the texture is readback from gpu to matrix, so it can slow down
    • Jul 09 2012 | 5:11 pm
      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 !
    • Feb 20 2013 | 3:43 pm
      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?
    • Feb 20 2013 | 4:16 pm
      capturing objects drawn in non-automatic mode, is currently not supported, as you've discovered.
      why not use jit.gl.multiple for this?
    • Feb 20 2013 | 4:30 pm
      thanks, wonderful! time to substitute some patches and send them in some jit.gl.pix objects...