Does anyone have a patch that displays the inputs of jit.gl.mesh and how to effect the parameters.. does not seem to be clear info on the subject on forum or anywhere.
still no response?.. amazing.. I have researched forum and rest.. found lots of patches using jit.gl.mesh and have used it myself with ease. However usually only the first (vertex array) inlet is used.. one or two of the other inlets are sometimes used but there is no effective documentation describing
why the 9 inlets are there and how to make use of them. I have been able to work with shaders( that come with max) on the mesh.. very nice .. geometry shaders would not work however. got error that could not bind to vertex..I am working with models.. could that be issue?
you will probably get a better response if you ask a more specific question.
in the meantime, here is a patch which shows how to unpack the matrixoutput of jit.gl.model, into the postion, texcoord, and normal inputs to jit.gl.mesh
btw, geometry shaders are not yet supported by jitter.
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 1312.3oc0ZssbihCD8YmuBUT6iItP2vvT6Cd+I1W1ZpTxFYaR.IVjXSlcp4e eAD1AmfsALVl8EnjLWN8o69zsD9mOLyYk7ctxA7MveAlM6mOLaV0TkSLqd7L mD16qiYppKyQveSt5EmGM+jl+ttZZMXEHd+rh7jHQLWWcGv5ISY506hDaeNi uVadiXe24tOBfKpNQLCBl6B99GOHYtd+SBUOqYJ8OR4lGiyJlXqyi.GmC2XT XEpJP5SPu8vZiTnErjp6x4O4YgLAq4uoh92peCV.jxY+0COTd3wqiYhkrPC. 6G4PbavJTuKvMvyxMsxKjtvKoYbEWnY5Ho3Hvg9.Vt0GN7VFAxbsLIo389E1 72e5IfPlkvhU8kP8fU.EYh1ft3KPotekyn1JV5blewf0RYVXuI.pIcCQtBBf NAHfToJpLdD7OCHJfRMjfIXHfL.Nf7+SAkZ+dskeCTTv9VhXzxsai48VPMng fJ5vw9Z9QEQksZ8DmAXJIbkhsk+EmbBSmE8dwKOMWC9MXq1J5h1pmIHGYpx1 eascCEZI27pbsVJ5cXNtoJ2v8ymLLGELlN5LNKDndMRLWGsoutYDsost.Np9 Yzh6qN2KQ54aimWNNOiC1Hk8NTfdbE+A2fYATdda7y0P4jsZhH2eFKks9U.D rTtYihqATvxWxSRA3dqVRNh67tJtynlcZdCM43MbMug5MuAOpIqaKu4N43M2 gFuUuVv5tSts7Fz+9xaY.8N9Iagy8LjDoQYcp+P6fqcRwVx8msRHKMMlOuAo 04NdbaPM93QsRHjNIpDlHC4wk0AAKOp8vhrOVtVVLWz5xDv3ns6zkrCWvVEy AG5WKNRvWKyEUOUx.2rl5DT2fpXP5sIAEOMHbtZmgu+BkBVFlwd64RWBnvTJ xki4JvRUhTp28rZGKr3p+jmoU2.pM2PvEcC35tbMw6X3swMft6RBE0T5qRP8 1IZVAD0cTUB7fSh.ycLQXL2DZFI1wyJ7k5LlPsQlkbh7cTOy2qow846nAGnc xvKL9NGdsIONVsNiyECXI1GuzKuwsfyjdiTf0KM.cH2ZXl9o1IEjy3kvnJpX 9wBY6rDhaSKDGbS9vD24Zbux+Qea+j1jUHWZ6iImyu+XamZikl.Ko9sHQn7M iZaHOUuaU9lM7rQRmk1rPNzjMMDY1yFqcmafUc1E7bFxotFDsaK3okMq2aRT uNiKBKBXFvVXU2+heyMxcrEhr0B+JIiMops4Q8thCrYuHFNASFwVQZeCA9ih F6iak.fiYPR42NeEfmwTbvpgEfXZ1cwfkj2Ger+bEXNLQaLVvjtEE5M8S8.c GwNT96DtNSB9Xu75WCnFEROx3++C3ZaBs5gVUa7S+ASprkx4OlrTx7r06g09 cA.7gAExUEKAu5ehPyKx6nKZWTXHWzrXPRTXprvSVCBv2a000YL40ELg5Glv 9AyoktuJuH1q9Sy1bDxupIz5qrZzXXIvKYI98yRJ286R74BahVWncPaYNzUf VOpQn3nQ3JMUBzXIkirhkfFeKwbhPLVhG85sDRWxEnVM+DQtA4mWKO4O8vzm BvNClP1CStcESPqgofN.oEV0yEbjOYJfHLdxQRk6S6Egzmv8sFScQYxtHpK9 MKKK0EE.6Jd2IQIKiotDcGXcUoK0Tim0QD9BHx2ttsN30rb2RK5hB.wtXJX5 gIbmztsqH.tKgSvdVPgDTs5f.+FKeqbv0F4u3Ff0qESzoGlvcYkBnESPLcMU aJF7qG9O.Oh7LTC -----------end_max5_patcher-----------
Thanks for answering Rob , That solves the geometry shader issue.. I thought it might be possible to effect the geometry of a model drawn to a mesh by triggering the inputs of the mesh object individually but maybe that’s not possible..( I am finding other avenues ) I have been able able to manipulate the mesh color coordinates as well as send my textures to the mesh so they can mix with shaders which is great…(would be better if I could write my own but that’s down the line.. there does seem to be a few to borrow though) another issue I have is I am sending more than one model to the mesh .. The first model is textured correctly and I can switch it although I can’t adjust the coordinates…. The second model’s texture is mixed and seems sort of a feedback thing.. but don’t seem to be able direct the models textures as can’t seem to name the textures independently to the mesh..
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