Videoplane, automatic 0, multiple textures


    Aug 20 2007 | 9:13 pm
    I'm planning on having a videoplane @automatic 0 with each videoplane having a different texture. I tried banging each texture out of jit.matrixset for each frame, but it really killed my framerate. I used three different jit.gl.textures and cycled through those for each frame, and the framerate is much better.
    That said, I'd like to have a lot of jit.gl.textures, and I would like to be able adjust the number of textures, just as I would with the number of videoplanes. SOUNDS LIKE A JOB FOR JAVASCRIPT! It seems easy enough, but I'm having some trouble getting started (I'm not the best javascripter on earth).
    It seems like I could send each photo from jit.matrixset to a different jit.gl.texture in js, and then reference them from the patch, and would also be able to be able to adjust the number of textures. If anyone could help me get started, that would be great.
    Thanks, Keith

    • Aug 20 2007 | 9:22 pm
      Check out the texture delay patch I posted in this thread (time-delayed textures? 3d texture buffers?) :
      It should give you a start on managing texture buffers in a matrixset like fashion. It should be quite easy to add a videoplane per texture.
      wes
      On 8/20/07, keith manlove wrote: > I'm planning on having a videoplane @automatic 0 with each videoplane > having a different texture. I tried banging each texture out of > jit.matrixset for each frame, but it really killed my framerate. I > used three different jit.gl.textures and cycled through those for each > frame, and the framerate is much better. > > That said, I'd like to have a lot of jit.gl.textures, and I would like > to be able adjust the number of textures, just as I would with the > number of videoplanes. SOUNDS LIKE A JOB FOR JAVASCRIPT! It seems > easy enough, but I'm having some trouble getting started (I'm not the > best javascripter on earth). > > It seems like I could send each photo from jit.matrixset to a > different jit.gl.texture in js, and then reference them from the > patch, and would also be able to be able to adjust the number of > textures. If anyone could help me get started, that would be great. > > Thanks, > Keith >