jit.gl.multiple with different meshes?

Marigold Maripol's icon

is there a way to connect jit.gl.multiple to multiple possible gl.mesh shapes? or is it antithetical to the way it works in jitter? are there other preferred ways of dealing with arrays of meshes?
thanks!

Rob Ramirez's icon

no, it is 1 to 1 mapping from multiple to target object. You can check out the pass.motion.glitch example patch for one strategy for this using jit.demultiplex.