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More than 256 textures in multiple?


Nov 06 2007 | 9:25 am

Hi,

I’m working on a project involving between 512 and 1024 planes in a jit.gl.multiple. The problem is that every plane needs an unique texture. The manual says that the maximum listlength for texture is 256. Is there anyway to get around this limitation? I’ve tried using two multiples, but I can’t seem to get them to work in tandem.

Any ideas?

//Adam

Nov 06 2007 | 3:13 pm

to my knowledge, jit.gl.multiple incidences have to share the same
texture.

on the other hand, you might be able to use a large texture and show
different parts of it from texcoord manipulation.

On Nov 6, 2007, at 4:25 AM, Adam Wittsell wrote:

>
> Hi,
>
> I’m working on a project involving between 512 and 1024 planes in a
> jit.gl.multiple. The problem is that every plane needs an unique
> texture. The manual says that the maximum listlength for texture is
> 256. Is there anyway to get around this limitation? I’ve tried using
> two multiples, but I can’t seem to get them to work in tandem.
>
> Any ideas?
>
> //Adam
> —
> Adam Wittsell
> http://adamwittsell.com
>

Nov 06 2007 | 4:10 pm

Hi Adam,
Yes jit.gl.multiple is limited to 256 textures. This can be augmented
in the future, but for now, I might suggest using jit.gl.mesh since
you’re rendering planes. You can use texcoord offsets and one large
texture (or several with jit.gl.multiple/mesh or multiple meshes) to
get different images.

wes

On 11/6/07, joshua goldberg wrote:
> to my knowledge, jit.gl.multiple incidences have to share the same
> texture.
>
> on the other hand, you might be able to use a large texture and show
> different parts of it from texcoord manipulation.
>
> On Nov 6, 2007, at 4:25 AM, Adam Wittsell wrote:
>
> >
> > Hi,
> >
> > I’m working on a project involving between 512 and 1024 planes in a
> > jit.gl.multiple. The problem is that every plane needs an unique
> > texture. The manual says that the maximum listlength for texture is
> > 256. Is there anyway to get around this limitation? I’ve tried using
> > two multiples, but I can’t seem to get them to work in tandem.
> >
> > Any ideas?
> >
> > //Adam
> > —
> > Adam Wittsell
> > http://adamwittsell.com
> >
>
>

Nov 06 2007 | 4:23 pm

wait, wait, how do you use those 256 textures with jit.gl.multiple?!

On Nov 6, 2007, at 11:10 AM, Wesley Smith wrote:

> Hi Adam,
> Yes jit.gl.multiple is limited to 256 textures. This can be augmented
> in the future, but for now, I might suggest using jit.gl.mesh since
> you’re rendering planes. You can use texcoord offsets and one large
> texture (or several with jit.gl.multiple/mesh or multiple meshes) to
> get different images.
>
> wes
>
> On 11/6/07, joshua goldberg wrote:
>> to my knowledge, jit.gl.multiple incidences have to share the same
>> texture.
>>
>> on the other hand, you might be able to use a large texture and show
>> different parts of it from texcoord manipulation.
>>
>> On Nov 6, 2007, at 4:25 AM, Adam Wittsell wrote:
>>
>>>
>>> Hi,
>>>
>>> I’m working on a project involving between 512 and 1024 planes in a
>>> jit.gl.multiple. The problem is that every plane needs an unique
>>> texture. The manual says that the maximum listlength for texture is
>>> 256. Is there anyway to get around this limitation? I’ve tried using
>>> two multiples, but I can’t seem to get them to work in tandem.
>>>
>>> Any ideas?
>>>
>>> //Adam
>>> —
>>> Adam Wittsell
>>> http://adamwittsell.com
>>>
>>
>>
>

Nov 06 2007 | 4:29 pm

See the help file. There’s an input matrix of indices into a list of
textures. It’s a char matrix (thus the 256 limit).

wes

On 11/6/07, joshua goldberg wrote:
> wait, wait, how do you use those 256 textures with jit.gl.multiple?!
>
> On Nov 6, 2007, at 11:10 AM, Wesley Smith wrote:
>
> > Hi Adam,
> > Yes jit.gl.multiple is limited to 256 textures. This can be augmented
> > in the future, but for now, I might suggest using jit.gl.mesh since
> > you’re rendering planes. You can use texcoord offsets and one large
> > texture (or several with jit.gl.multiple/mesh or multiple meshes) to
> > get different images.
> >
> > wes
> >
> > On 11/6/07, joshua goldberg
wrote:
> >> to my knowledge, jit.gl.multiple incidences have to share the same
> >> texture.
> >>
> >> on the other hand, you might be able to use a large texture and show
> >> different parts of it from texcoord manipulation.
> >>
> >> On Nov 6, 2007, at 4:25 AM, Adam Wittsell wrote:
> >>
> >>>
> >>> Hi,
> >>>
> >>> I’m working on a project involving between 512 and 1024 planes in a
> >>> jit.gl.multiple. The problem is that every plane needs an unique
> >>> texture. The manual says that the maximum listlength for texture is
> >>> 256. Is there anyway to get around this limitation? I’ve tried using
> >>> two multiples, but I can’t seem to get them to work in tandem.
> >>>
> >>> Any ideas?
> >>>
> >>> //Adam
> >>> —
> >>> Adam Wittsell
> >>> http://adamwittsell.com
> >>>
> >>
> >>
> >
>
>

Nov 09 2007 | 2:13 pm

Hi Wes and thanks!

How would I go about changing texcoords using gl.multiple?

//Adam

Nov 09 2007 | 5:56 pm

i don’t think he’s suggesting changing texcoords with multiple, but with mesh.

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