Why do we need an initial bang ?


    Jul 26 2007 | 10:25 am
    Dear all,
    When I using "individual bang" method, therefore separate bang on GL objects and a "swap" message to jit.gl.render for display, I discover that I need an intial bang before any object can be displayed correctly.
    Any one know the reason behind ?
    William

    • Jul 26 2007 | 12:40 pm
      remove swap and just bang render to draw. also if you want to use explicit timing make sure to add @automatic 0 to your actualy geometry, otherwise all those t b b bs arent doing what you think they are :)
      On Jul 26, 2007, at 6:26 AM, williamshome wrote:
      >
      v a d e //
      www.vade.info abstrakt.vade.info
    • Jul 27 2007 | 12:39 am
      Hi vade,
      I think I get your point on how to make rendering in order success. However, my patch has no problem too, except I need an initial bang.
      Anyone who have a touch of the internal jitter implementation can tell if the bang will do something more than "draw" and "swap" ?
      You may notice that without the initial bang, the two videoplane don't even exist in the world~
      William
    • Jul 27 2007 | 12:50 am
      they do for me if you remove swap.
      the initial bang tells the renderer to uh, *RENDER*, otherwise your screen/window/render context when you launch the patch is empty, BECAUSE NOTHING HAS BEEN DRAWN
      :)
      On Jul 26, 2007, at 8:39 PM, williamshome wrote:
      > > Hi vade, > > I think I get your point on how to make rendering in order success. > However, my patch has no problem too, except I need an initial bang. > > Anyone who have a touch of the internal jitter implementation can > tell if the bang will do something more than "draw" and "swap" ? > > You may notice that without the initial bang, the two videoplane > don't even exist in the world~ > > William
      v a d e //
      www.vade.info abstrakt.vade.info