jit.gl.camera needs a couple of things
(spoke to Robert Ramirez at the Expo who said this is a Wesley Smith question, so…)
Hi Wesley –
I love the all the new jit.gl objects – especially jit.gl.camera, which is a vast improvement on controlling the camera through jit.gl.render.
Unfortunately it’s still missing a couple of features available via messages to jit.gl.sketch that I’m totally dependent upon for stereo 3D imaging.
Specifically glfrustum (to do asymmetrical frustums) and glcolormask (to send different camera views to individual channels for anaglyph rendering).
Can these be added as attributes to jit.gl.camera? Until that happens, I’m stuck with messaging jit.gl.sketch and won’t be able to partake in any the wonderfulness of jit.gl.camera.
Also: any chance of exposing the stereo buffers so we could do active stereo? I know it’s supposed to be possible through cosm, but I’ve never been able to get that to work, and anyway it should be built-in – shouldn’t it?
Thanks for all the new toys!
I have the same demands for passive stereo in my projects.
Bravo to you all Max6.
I am aware of having a beta in the hands
jitter for the examples give me the impression of being much more effective than Max5.
BUT:) when I look at the options jit.window sync is not enabled.
When I turn the sync ….. Welcome Max5 oops.
By the way congratulations for physical objects.
Thank you for taking the time to read my English aproximation.
one more thing
I expect the jitter million particles. Perhaps OpenCL in jitter?
Now I await the final version of Max6 to advance in my projects.
Thank you again for your work.
I look at time my black binder of version 2.2 and 2.5 of the 1992 Max.
A solitary pleasure.
I’ve logged a feature request for you. I’m with you on wanting to move from gl.sketch to gl.camera. This is really what we’re aiming at, so I’ve put it on my priority list.
– pseudostereo (aka perry hoberman)
Hello, thank you for that Wesley.
Could we have a choice of modes of stereoscopy: Anaglyph, passive and active in jit.gl.camera options?
+6 for glfrustum (to do asymmetrical frustums), and stereo modes.
In case of a sub-context jit.gl.camera, not having glfrustum does not allow to have a different aspect ration for the capture.(try changing the viewport in the patch…)
the ratio(aspect) sticks to the main window aspect ratio.
With jit.gl.sketch (glfrustum+drawobject), you can capture a sub-context square view and reuse it in an the main rectangle render.
Without glfrustum/glortho in jit.gl.camera, sub-compositing in 3d with the great new object is nearly useless…
seems that using "vp_mode absolute" you get the right aspect ratio in a sub-context.
but it still does not allow non 1:1 pixel ratio.
Hi Spa. I rewrote your patch to take advantage of some new features in Max6:
– use of implicit contexts (objects will automatically attach to a jit.window or jit.pwindow with an OpenGL context)
– use patchcoords to place objects in a jit.gl.node sub-context
Also, the aspect ratio should definitely key off of the dimensions of the texture being captured to. This is now fixed, so thanks for reporting that! If you want orthographic viewport set @ortho 1 or 2 depending on how you want that to look. @ortho 0 disable orthographic projection.
I don’t understand what you mean by a non 1:1 pixel ratio. Can you clarify please?
----------begin_max5_patcher---------- 1972.3oc6atsbihCD.8Y6uBUT6iYcgDha6SY+NlZJWxfhslAiXA4bYlZ+2Wc AvPLfwNNDRpsRx3DItz5zcqtUKM+d4BqM7moEVf+B7MvhE+d4hE5lTMrn7uW Xsm7bTBoPeYVDgH+.y5NSWOvSEEreQUcAgqrKalePjPEhWxnlGskE36kckQD Q6XoaWmSiDld87Px6DfbBzefcTe.CWYWeSrX86lu4G+Izu5cKnOKV+DKVrS0 omc8aOmeHMlpuEbciJ4V+Px3ELAim1bHjR1qkTq+NmQRp5I8vdVpbbnG3viM ZFclVUM9uKWp9m6FIAi362SSEMGFl12QR2JIC3QF8oLdt.DyoEfTt.rmGyd3 E.oHSBMPNQJ+U2dBKkFIGv5mgSYiaNrYSBsfESa1ZKkEplLlKt4XrCcDx0Yk qR4Dn9.53pzQtndzQA2D3ZeEv88v7zGqsK8ziYns2Plm32n0YBMsXszNPpP9 nrOeGPXfuhYXLVa7XOrCt2aDgzTxluV3y0Ua54fPiYBR22H+hY6+JAOrSS3c NiO62H7HwjLwWI7ACa56dFaO7m9fyuGFfJZIM.8BFCA89rSv8zhBxV5Io23g sAXaaqgSF4BMNccLyHp8sc0wogA8PV2KDInIAInaMRPFGUzXPB9CCIozmjRv IDIKmlQSiAZL7dfESRb9ZORjcOXw4Cy44GLwpGxJ11yTPCM5uqIAjKXnUp+8 mQuidlEPfsYNpdHB5lPDzrZB4RagyMg7aMifpUy8kJedGeSxTiYE6Nu0DRKh Hewxm23sMR78+4T0AAw5UgiCGC.weps+5IRoJRw1jUQRQIm.tutlQ1puV4Bf f6SHuPyk+48xqnftNhmvk+4Jj9ZfWZ.F4Kb81j0JA3PNsc3lNzPgdl7ObLwU bGJfqyGW3kKktRx9J9B6fuZFK6nx0S1BV9C.sRdWb9OIpmj46oQMXqcTb88G RM.wyT0v1bVbwNRFEbu4irDRp5OTNlRNauxWqPLZ.X4W2mv1tSnvgohPWmI+ dhHm87Y4rSHTanGFXVs7vf14yBniNroly0V1xetOmKHx69keAvtpusaRe0UL w7urBi9NF67AmtAN6ltICPKhtoq2wyTkZOcN9X6Am806Bwgc2w1ZJLz7RHTR A4ylkPejlWnRD43UKixlk0n4EMtEE59AW+f7tqtIVpoI65lxoOxpteaSiREx xpNOtdGED7zSD5YHBNnARjptsI7neZRCn5wawkqGkkJWWZAMUPDUumptioOP NjHV2sRqc+OPhn8dycx8EVJORdpRHZcmZG0xWmpLHZksayAi9JRIYcbyExww ghMjbE2J25GTUmBNOocW0pJooMIkIcHoBlQXQ10OT19rblYWnpay32uqHJmm jz5QY54wN5IVpMin0IoY2DkxKmkUoBrpYTLaKsPztMAYaQ6VZsSmMMyZ5y1p 8AqhSaG3GNjjHkNJME7GvlWQO1EC6P2aQLBL0vV5bK8pCfut1N8l46vd28Vm m9xfcQ0Dek9ZWIPE7sG2mqtQh1hZjTAC0U34j455MayxGXtjIBZdYTpVyszS ff2YtzJHQa6rBZB.4esFXaHoaaEI8bHE5qCe3bVjZeyMzPSCP+I8kqklJay6 55iQR2Ps8paXkUaevEEdkv0tW3hugv07XsFmAkIKYSnXj6.FTtVWtOXywa0g rPGBniQ6w.kpCPQOwEzCDU+cigB9g7nJqgp4aAsGSxfVxTfqya3aGGdu5B2w hiaGm1DZqPMoTbibaNiR6hkYzXkY77QlsGqLilMxrxKdbxr8MRlOZhGq2TEZ ZzKqiHxjyMuMv2W1LWYqBxiz30RQP50tVU7K1lCBiqQqD46JS1qK82NxaaDo DeZpcCbwmK+bYJ+aHIkqYo9YX0aNmKOB4azl.pVYg3lt1OWabixKaNUc8sEf nf41V.VVJhcjz3D5aaWvFfMN5O7cFrNAv4cYIiDOut3vlWU7WcouhHYpxCp9 U8IRQUelX1doMABC78BdUMKKqqi66dUgKKSFJTmktqWvP7Oblh+TdLUAev8J gpRMbCH24nGJH73tWC8gCAuayQvz48uDiBd9ghiUOrpBieL0usDpNkG4ydXq +bzv7IVZL+IicoZbI8pcsA5iXh6EeDSNYkhCTiQiQILbvhL58ggrVUYX3JLz 0fr7nhTefQ5eHVuM2CTRgIdSB+GoXjyANNWk9+7Xwb7qL1A8Vd44VBFBvFfN 5205TXt4ySmRFM3YMZttym4pELjei153QMaRYTMShYvvAyL.NGONRWa559Nl SCB1LxcGbRFT8rLGOu14jm1nN.CEekNgGk45LpS3QcEx9JdDYt5S7nYO+gl4 efACtizNAmXV85if4MgG52c6RtYvyqKmRIjNoLJsphROUPA2ppOmV8jSqbxI Zqao3n1s+IRbjZQYhyCKNgmQZzy0atd6UA2o1ANLB55q9Mna.xW1FrgUzzJ8 9yVo2cDlBSmk.1eLVlSmih5+WCyIOE7XTW3ITdvyL4wYDxi2zIN1iPbBmNwY VIMpf2yHckyXl5we5DGu4EcbmWzYLlxASm3LBoY5BZgBmUvAMF+b0lVLUxy7 xTFMF5LoRCb1HMP+YUDKn27J6Tn67BOvYkiE78L4Kv2W9uK+OoaHCr. -----------end_max5_patcher-----------
I work mainly with a modular structure with each modules working with a pseudo MVC structure. It means that in general, a object3d is encapsulated in a patch with pattr, etc…
I added in my modules for ob3d an anchor attribute that allows to pre-offset the object (and it’s compensated after the scale>rot>position chain). this way, i can scale or rotate an object not from it’s center. well, now you can do it with a node, but i will be nice to have it directly in the ob3d attributes. and allowing ob3d to be nodes will be nice too.
I made for my own use a module that is similar to jit.gl.node, with quat calculation and so on. I designed a pull architecture that allows me to ‘attach’ my ob3d to another or my node. I can also choose to have an equivalent of your animmode (parent lookat). I found that beeing able to choose only to pass certain parameter (pos, sca, rot) allows to have interesting effects. for example you want the sub-object being affected by the scale of its parent in term of center2center distance, but not sub-multiplying its ownscale… hope i’m clear :)
In my modular structure, I can easily swap an ob3d from one subcontext to another. by the way, i noticed that max6 crash if I change the sub-context name (drawto) of the node before the object. Or the other way around, i don’t remember.
About the 1:1 aspect ratio, ‘jit.gl.sketch @capture 1′ can contain a glfrustum that does not have the same ratio than the texture that capture it.
If I work with a Stereo Side-by-side double viewport, I can only render an horizontal half squizzed image for left and right views. the pixel aspect ratio will be 2:1.
Well, the point is that the texture ratio is independent of the camera view angle (Horizontal and vertical).
I also mainly output for beamers, so I need to ‘simulate’ the asymetric frustum through glfrustum.
So… I really wish you will make it for adding the glfrustum attribute to jit.gl.camera. It seems thats the only main piece missing for getting rid of jit.gl.sketch, appart of glcolormask, glscissors, etc…
Anyway, thanks a lot for this amazing release.
Sorry for long text, but I suppose it’s a beta thread…
Trying to further understanding the relation between jit.gl.node and jit.gl.camera …
In the patch I posted, if you enable 0 the ‘jit.gl.camera ctx_sub’, the torus falls back into the ‘ctx’ render chain even if its drawto is ‘ctx_sub’. you have to also enable 0 the ‘jit.gl.node ctx @name ctx_sub’ for it to disapear. Is it correct?
I’m trying to find an equivalent to the way I use jit.gl.sketch with the new objects.
The main interest is to be able to have a glcommand list with:
and draw multiple(different) drawobject, (and eventually glbindtexture to use different texture for the same object rendered in different views.)
On the next patch, I can’t find a way to have sometimes:
_ an ob3d in one camera and not in the other one
_ and some objects in the two cameras
I’m going to try with camera and a contextual jit.gl.sketch
++ is it possible to ‘call’ a jit.gl.light’ in jit.gl.sketch? ( à la drawobject or glbindtexture)
this way, I won’t have to build a long light command list.
is drawobject a kind of call to an cmd_list (internal jit.gl.sketch) in the ob3d?
If you have crashes with jit.gl.node and you find a way to reproduce, please let use know. You can use jit.gl.node in subpatchers and the jit.gl objects in the same subpatcher will the be attached to that jit.gl.node implicitly. If you have any other examples about sketch/camera/light, please post them. We’ll look to see how we can enable the same functionality but using the new objects so that it is simpler and more modular.
Forums > Beta