Duplicate "final out" from OpenGL-based patch?
I have a patch I’m working on with one rendering context that has a number of video planes and .OBJs with textures mapped etc.
Is there a simple way to duplicate the entire "output" to 2 windows without taking a huge hit on frame rate? I really like what I have going with all the various pieces in one window, and I want it appear on two windows at once.
I have a triple-head-to-go for hardware output, but that will widen my virtual desktop size. I’m looking to duplicate the output within Max/Jitter if possible so that 2 of the Triple Heads will get the same image (or am i looking at this all wrong – lol)?
There’s several ways to do this, lots to be found in the forum.
The newest method, introduced in Max6, is to contain your whole scene in a jit.gl.node. Render its output to texture. Send the texture to 2 videoplanes in 2 shared contexts/windows.
Depending on your setup jit.gl.asyncread might be the quickest and easiest to setup. It might (probably will) ruin your framerate though.
Thanks for the response. Yes, I’m definitely looking for the "best" most up-to-date way to do it. There are always numerous ways to accomplish a task in Max – recent, tried and true would work best for my purposes- I have Max6 – is there a tut’ or help that would layout this method of rendering a node output to a texture etc. ?
Sounds like you want a distribution amplifier. This will mirror a single input to multiple outputs, all done in hardware, no impact on your framerate. I have several from Monoprice (HDMI, VGA, etc) and they work fine.
Thanks for the monoprice link =) – I’ve used them before – great vendor – I may go that route, but I was hoping to find a Max-based solution because it opens the possibility of on-the-fly rotations in realtime for mirroring vs. duplicating the output etc.
I’m looking thru all the possibilities. lol Seems like recipe 39 from the jitter recipes would work using another jit.window, instead of a jit.pwindow… I just have to rip out the FX part of it, and figure out the precise tweaks that are required for setting it up using jit.gl.node. All the new OpenGL objects etc. just have a learning curve for me at this point. I’ll get there !
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