Undocumented attributes of gl objects

    Mar 19 2021 | 6:18 am
    My purpose: To tell a .gl.material not to remove the textures of connected .gl.gridshape objects (which the .gl.gridshape object acquired from a .gl.texture object) but just manage the shadows.
    The reason: when I replace all .gl.texture objects with .gl.material objects (to provide the textures through the .gl.material) to prevent this texture removal, the number of .gl.material objects suffocate the performance.
    So, upon sending "getattributes" to all 3 objects, some attribute names I suspect to be related with this: "inherit_texture, inherit_material, inherit_all" for all 3 objects "priority" for .gl.texture "auto_material" for .gl.gridshape and .gl.material "override" for .gl.material
    Some of these do not get listed in inspector window, and those which do, are explained as "No reference description available."
    I tried various combinations, but maybe I missed the right one!
    Is this the right track?
    (Note: I saw a bug fix: "fix huge slowdown with texture copies" in GL3 announcement. If I install the GL3 package to try and it introduces another issue, there is turning back, isn't there?)

    • Mar 19 2021 | 3:39 pm
      So you want multiple geometry objects to share a single jit.gl.material object but keep their textures unique right? Yeah this doesn't seem possible currently, and I'm surprised it has not come up yet as a feature request (to the best of my recollection). I agree this would be useful functionality.
      what is possible currently is to use jit.gl.multiple, but it will requires keeping the basic geometry constant. however you can use multiple jit.gl.multiples, each applying multiple textures to their shape instances, and that may be sufficient for your needs?
      In any case I will file a feature request ticket to allow using a material without overriding an objects textures.
      i'm not sure what your note is asking, to switch back to gl2 change the OpenGL Engine preference back to gl2 and restart.
    • Mar 19 2021 | 4:11 pm
      Well, thanks for taking this as a feature request. I really thought I was missing something for not being able to do that. My problem with the "multiple"s is that I don't know how I can refer to each one of them to re-position to their necessary places afterwards. And I have to do this in loops using patcher scripting in JS. Maybe if I can mail/send you my codes with some screenshots you might change your idea that it can be made with .gl.multiples-- or describe how to handle that. (Since I will submit this to a journal, I shouldn't publicize parts of it now.)
      For the gl3, I was exactly asking that, thank you. (But I guess I'm wrong to think that that bug-fix will help to restore the performance here?)
    • Mar 21 2021 | 3:10 am
      For the record, I tried gl3 with much hope but everything slowed down 4-5 times and then Max console began reporting everything as unidentified objects in an endless list. It's a good thing going back to gl2 restored the uncomparably-better performance. I hope whatever missing in the current beta gets caught without much endeavor. Looking forward to the renewed jit.gl.material.
    • Mar 22 2021 | 3:36 pm
      I hope whatever missing in the current beta gets caught without much endeavor.
      It won't without seeing a patch and explanation of the unexpected results.
    • Mar 22 2021 | 11:30 pm
      If you provide a way I can send it confidentially, for the reason I mentioned above
    • Mar 23 2021 | 1:37 pm
      email link is in my profile page (click on my name under the profile pic)