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jit.gl.node + objects in @automatic 0. How to do it?



dbm
September 6, 2013 | 2:36 am

Dear all,

I’m trying to improve the performance of a patch I’ve made and I’m stuck trying to get jit.gl.node to capture a texture when my jit.gl.mesh objects are set to @automatic 0… How should I do this?

Thanks a lot!

Here, an example using a help file from jitter:

<code>

— Pasted Max Patch, click to expand. —

</code>

September 6, 2013 | 10:47 am

this is not currently possible with jit.gl.node capturing.
if you want to capture to texture using non-automatic rendering, you have to use the jit.gl.render to_texture message.

<code>

— Pasted Max Patch, click to expand. —

</code>


dbm
September 6, 2013 | 11:26 am

Oh, I see. Thank you very much!

June 12, 2015 | 4:29 am

Sorry to revive this thread from the dead but I’m trying to achieve a similar effect but I can’t get your example, Rob, to work. The gridshapes are rendered to the texture (if I connect a pwindow and bang the texture I see them) but not the videoplane? Does the render object have to be told to stop rendering to cap_tex and back to the regular render context? How would I do this? I have looked through the reference and online help and to_texture seems to be undocumented.

June 12, 2015 | 7:56 am

Forget about it, I found out what I needed

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