From i_i at gmx.net Thu Nov 1 03:45:20 2007 From: i_i at gmx.net (nesa) Date: Thu Nov 1 03:45:29 2007 Subject: [jitter] What does "interpbits" mean for jit.repos ? In-Reply-To: <1d3b7.47295c9d@www.cycling74.com> References: <1d3b7.47295c9d@www.cycling74.com> Message-ID: <5A62B2EB-E1CA-4D3D-B3D3-34175AF4B061@gmx.net> It could be looked as a way to simulate floating point repos maps, very handy thing if you want to make 'antialiased' repos: #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 587 220 115 196617 jit.normalize @amp 16.; #P newex 587 250 174 196617 jit.matrix 2 long 320 240 @interp 1; #P user jit.pwindow 440 314 255 178 0 1 0 0 1 0; #P newex 441 275 156 196617 jit.repos @mode 1 @interpbits 2; #P newex 199 220 109 196617 jit.normalize @amp 4.; #P newex 199 246 174 196617 jit.matrix 2 long 320 240 @interp 1; #P user jit.pwindow 116 314 255 178 0 1 0 0 1 0; #P button 382 68 15 0; #P newex 382 89 122 196617 jit.noise 2 float32 32 24; #P flonum 192 44 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 192 64 42 196617 rate \$1; #P message 252 44 96 196617 read colorbars.pict; #P flonum 151 44 35 9 0.5 0 1 3 0 0 0 221 221 221 222 222 222 0 0 0; #P toggle 117 44 15 0; #P newex 117 64 57 196617 qmetro 40; #P newex 117 101 103 196617 jit.qt.movie 320 240; #B color 5; #P newex 117 275 92 196617 jit.repos @mode 1; #P connect 8 0 12 0; #P connect 8 0 16 0; #P connect 12 0 11 0; #P connect 1 0 0 0; #P connect 1 0 13 0; #P connect 15 0 13 1; #P connect 13 0 14 0; #P connect 16 0 15 0; #P fasten 5 0 1 0 257 91 122 91; #P connect 5 0 9 0; #P connect 4 0 2 1; #P fasten 2 0 1 0 122 94 122 94; #P connect 3 0 2 0; #P connect 9 0 8 0; #P connect 11 0 0 1; #P connect 0 0 10 0; #P connect 7 0 6 0; #P fasten 6 0 1 0 197 91 122 91; #P window clipboard copycount 17; On Nov 1, 2007, at 5:57 AM, Cheng Chien-Wen wrote: > > I am studying the reference of jit.repos. > > I checked the reference, and it says: > interpbits: The number of bits considered as fraction for spatial > mapping values (default = 0). > > > But I still cannot understand what it means. Ccould anyone explain > for me a little bit more ? > > Thank you so much. > > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From thatisunless at aol.com Thu Nov 1 08:56:12 2007 From: thatisunless at aol.com (Lee Morgan) Date: Thu Nov 1 08:56:13 2007 Subject: [jitter] Re: recording precise video lengths... In-Reply-To: <1d391.4728dc6f@www.cycling74.com> Message-ID: <1d3db.4729e90b@www.cycling74.com> This is driving me insane. Does jit.qt.record not record audio along with video? Meaning I have to use jit.vcr, and split the incoming audio? That seems crazy....or can I replace the jit.qt.record with another grab object? It's so close to being a great patch, with the name-generating patch especially smart. I just want the sound to reach the recorded movies too.... Any help handsomly paid for (in esteem, anyway...) Lee From pendha1 at orange.fr Thu Nov 1 09:00:33 2007 From: pendha1 at orange.fr (pendha) Date: Thu Nov 1 09:00:35 2007 Subject: [jitter] how read automatically several files with jit3d Message-ID: <1d3dc.4729ea11@www.cycling74.com> im new in max, i try to automatically read several .obj via an ubumenu to jit.model. a counter scroll throught my files but i can't find the link, to read them, betwin the ubumenu and the jit3d can someone tell me more? thinks in advance P?ndha From ondinecomposer2 at hotmail.com Thu Nov 1 09:07:15 2007 From: ondinecomposer2 at hotmail.com (Cheng Chien-Wen) Date: Thu Nov 1 09:07:18 2007 Subject: [jitter] Re: What does "interpbits" mean for jit.repos ? In-Reply-To: <5A62B2EB-E1CA-4D3D-B3D3-34175AF4B061@gmx.net> Message-ID: <1d3dd.4729eba3@www.cycling74.com> I found that the display of the right pwindow in the example patch becomess more smooth if the value of interpbits increases. But I don't understand what you want to show me with "mode 1" and "interpbits 2" examples put together. Thank you so much. From ben at cycling74.com Thu Nov 1 14:01:39 2007 From: ben at cycling74.com (Ben Bracken) Date: Thu Nov 1 14:01:39 2007 Subject: [jitter] software install problem In-Reply-To: <1d3a9.472920b2@www.cycling74.com> References: <1d3a9.472920b2@www.cycling74.com> Message-ID: <472A30A3.60807@cycling74.com> Hi Bruce, Does instantiating the objects cause any messages to be printed in the Max window? Are there inlets/outlets? If you are getting a "could not allocate object" it probably means that the current version of Jitter is not authorized. If this is the case, and assuming that the university owns a Jitter 1.5+ license for this computer, you will need your system administrator to contact challenge at cycling74 dot com with the appropriate license information. All the best, -Ben Bruce mowson wrote: > hi folks, > > The problem is that Max/msp functions as normal. Jitter objects appear normally (not as bogus objects), but don't function in any way. > > I've installed Max/msp 4.6.3 and Jitter 1.6.3 onto an Emac G4 1Ghz machine with 640mb ram, running 10.3.9., with Quicktime 7.1 is installed. No Open GL, mind you. > > My first thought is to try an older version of jitter and max/msp. However, I'm using a university computer which requires a booked service call from an IT tech for installations. If you have any other suggestions, please send them. > > best, > BRuce > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From rob at robtherich.org Thu Nov 1 17:42:15 2007 From: rob at robtherich.org (Robert Ramirez) Date: Thu Nov 1 17:42:17 2007 Subject: [jitter] Re: recording precise video lengths... In-Reply-To: <1d3db.4729e90b@www.cycling74.com> Message-ID: <1d3f9.472a6457@www.cycling74.com> green patch cord means matrix data. you want to record audio using msp objects. jit.vcr seems like exactly what you want. what is the problem with using that? before jit.vcr, this was a pain, but now... From i_i at gmx.net Thu Nov 1 18:01:59 2007 From: i_i at gmx.net (nesa) Date: Thu Nov 1 18:02:09 2007 Subject: [jitter] Re: What does "interpbits" mean for jit.repos ? In-Reply-To: <1d3dd.4729eba3@www.cycling74.com> References: <1d3dd.4729eba3@www.cycling74.com> Message-ID: > > I found that the display of the right pwindow in the example patch > becomess more smooth if the value of interpbits increases. That's the whole point. > But I don't understand what you want to show me with "mode 1" and > "interpbits 2" examples put together. ah, nothing. just the 'interpbits' part is relevant here. > > Thank you so much. you're welcome! From danielast at gmail.com Fri Nov 2 00:02:42 2007 From: danielast at gmail.com (daniela Steinsapir) Date: Fri Nov 2 00:02:50 2007 Subject: [jitter] basic question about recording images Message-ID: Hi I am bit confused of what is the basic and simplest way to record stills from a video that is being manipulated by shaders. I see more complicated examples but I am not able to get to the core. any help is appreciated. Daniela -- www.danielast.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20071101/917b60fb/attachment.htm From danielast at gmail.com Fri Nov 2 00:13:27 2007 From: danielast at gmail.com (danielast) Date: Fri Nov 2 00:13:29 2007 Subject: [jitter] basic question about recording images Message-ID: <1d403.472ac007@www.cycling74.com> Hi I am bit confused of what is the basic and simplest way to record stills from a video that is being manipulated by shaders. I see more complicated examples but I am not able to get to the core. any help is appreciated. Daniela From thatisunless at aol.com Fri Nov 2 00:57:15 2007 From: thatisunless at aol.com (Lee Morgan) Date: Fri Nov 2 00:57:16 2007 Subject: [jitter] Re: recording precise video lengths... In-Reply-To: <1d3f9.472a6457@www.cycling74.com> Message-ID: <1d405.472aca4a@www.cycling74.com> I appreciate that jit.vcr does that, it's more the fact that with the grab object, you can hear and loop the audio without even having to route audio in to max/msp. But if that's the only way to make the excellent patch posted above audio too, then I'll try that. I guess it's about accepting that a matrix and a sound-filled qt.movie aren't as closely related as they appear. Best wishes, Lee From surangan at gmail.com Fri Nov 2 01:21:36 2007 From: surangan at gmail.com (suranga) Date: Fri Nov 2 01:21:45 2007 Subject: [jitter] Re: Jitter crash, please wizards help me... In-Reply-To: <1b2b3.46a7ff59@www.cycling74.com> Message-ID: <1d408.472acfff@www.cycling74.com> I have the same problem. I did install the latest version of quicktime. Still no luck..can some one help? From sinusjog at halosinus.com Fri Nov 2 05:56:17 2007 From: sinusjog at halosinus.com (charles) Date: Fri Nov 2 05:56:19 2007 Subject: [jitter] Re: Jitter crash, please wizards help me... In-Reply-To: <1d408.472acfff@www.cycling74.com> Message-ID: <1d426.472b1060@www.cycling74.com> well check the following: - Jitter needs frameworks - Jitter needs Java 5.0 - Jitter needs Quicktime good luck -- www.charlessarah.com From pnyboer at slambassador.com Fri Nov 2 10:19:11 2007 From: pnyboer at slambassador.com (pnyboer) Date: Fri Nov 2 10:19:13 2007 Subject: [jitter] Re: recording precise video lengths... In-Reply-To: <1d31a.47276d5c@www.cycling74.com> Message-ID: <1d433.472b4dfb@www.cycling74.com> sorry i missed the follow up on this! glad the patch worked out for you...mostly. here's another way of doing it. I looked at qt.grab help file and was reminded that it has it's own recorder built in. Lesson learned - just when you think you know everything, you don't. This will do audio and video. The drawback to this method is that your live camera feed is kinda shot during recording, in spite of the supposed "write_preview" support. You also have less control over audio, so clicks and pops at loop points may be prevalent, since you can't do a nice fade in/out at start/end as you could with the MSP audio. That said, this patch is HELLA FUN! #P user jit.pwindow 522 383 82 62 0 1 0 0 1 0; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 534 310 21 196617 t 3; #N vpatcher 867 196 1212 639; #N comlet from grab out; #P inlet 165 222 15 0; #N comlet to grab; #P outlet 51 262 15 0; #P window setfont "Sans Serif" 9.; #P newex 51 90 31 196617 t 0 b; #P newex 51 158 36 196617 t stop; #N vpatcher 30 89 630 489; #P window setfont Arial 9.; #P newex 59 135 92 131137545 sprintf %s_%ld.mov; #P message 61 88 34 131137545 Movie; #P newex 50 50 52 131137545 t b b ticks; #P newex 95 88 40 131137545 date; #P window setfont "Sans Serif" 9.; #P newex 44 177 167 196617 pack write name 30. jpeg max 600; #P comment 100 67 200 196617 low chance of overwriting existing movie!; #P inlet 50 30 15 0; #P outlet 44 199 15 0; #P connect 5 0 3 0; #P connect 3 0 0 0; #P connect 1 0 5 0; #P connect 6 0 7 0; #P connect 5 1 6 0; #P connect 7 0 3 1; #P connect 5 2 4 0; #P connect 4 2 7 1; #P pop; #P newobj 144 168 85 196617 p generate-name; #P comment 128 75 108 196617 one measure of tempo; #P newex 96 74 29 196617 * 4.; #P newex 233 326 42 196617 r drive; #P newex 235 297 59 196617 print READ; #P newex 166 296 68 196617 prepend read; #P newex 165 326 63 196617 jit.qt.movie; #P newex 167 275 51 196617 zl slice 1; #P newex 165 254 62 196617 route write; #P newex 98 51 55 196617 !/ 60000.; #P newex 51 135 55 196617 pipe 5000; #P inlet 51 67 15 0; #P inlet 98 31 15 0; #N comlet movie out; #P outlet 165 348 15 0; #P connect 2 0 15 0; #P connect 15 0 3 0; #P connect 3 0 14 0; #P connect 14 0 16 0; #P fasten 13 0 16 0 149 238 56 238; #P connect 4 0 11 0; #P connect 11 0 3 1; #P connect 1 0 4 0; #P fasten 15 1 13 0 77 122 149 122; #P connect 17 0 5 0; #P connect 8 0 7 0; #P connect 10 0 7 0; #P connect 7 0 0 0; #P connect 6 0 8 0; #P connect 5 0 6 0; #P connect 8 0 9 0; #P pop; #P newobj 523 338 96 196617 p record-then-play; #P button 523 274 34 0; #P window linecount 8; #P comment 623 230 100 196617 this includes sound \, but by relying on the grab to do the recording \, we pretty much lose our "preview" out of grab during recording; #P window linecount 1; #P newex 428 311 21 196617 t 2; #N vpatcher 867 196 1212 639; #N comlet from grab out; #P inlet 165 222 15 0; #N comlet to grab; #P outlet 51 262 15 0; #P window setfont "Sans Serif" 9.; #P newex 51 90 31 196617 t 0 b; #P newex 51 158 36 196617 t stop; #N vpatcher 30 89 630 489; #P window setfont Arial 9.; #P newex 59 135 92 131137545 sprintf %s_%ld.mov; #P message 61 88 34 131137545 Movie; #P newex 50 50 52 131137545 t b b ticks; #P newex 95 88 40 131137545 date; #P window setfont "Sans Serif" 9.; #P newex 44 177 167 196617 pack write name 30. jpeg max 600; #P comment 100 67 200 196617 low chance of overwriting existing movie!; #P inlet 50 30 15 0; #P outlet 44 199 15 0; #P connect 5 0 3 0; #P connect 3 0 0 0; #P connect 1 0 5 0; #P connect 6 0 7 0; #P connect 5 1 6 0; #P connect 7 0 3 1; #P connect 5 2 4 0; #P connect 4 2 7 1; #P pop; #P newobj 144 168 85 196617 p generate-name; #P comment 128 75 108 196617 one measure of tempo; #P newex 96 74 29 196617 * 4.; #P newex 233 326 42 196617 r drive; #P newex 235 297 59 196617 print READ; #P newex 166 296 68 196617 prepend read; #P newex 165 326 63 196617 jit.qt.movie; #P newex 167 275 51 196617 zl slice 1; #P newex 165 254 62 196617 route write; #P newex 98 51 55 196617 !/ 60000.; #P newex 51 135 55 196617 pipe 5000; #P inlet 51 67 15 0; #P inlet 98 31 15 0; #N comlet movie out; #P outlet 165 348 15 0; #P connect 2 0 15 0; #P connect 15 0 3 0; #P connect 3 0 14 0; #P fasten 13 0 16 0 149 238 56 238; #P connect 14 0 16 0; #P connect 4 0 11 0; #P connect 11 0 3 1; #P connect 1 0 4 0; #P fasten 15 1 13 0 77 122 149 122; #P connect 17 0 5 0; #P connect 8 0 7 0; #P connect 10 0 7 0; #P connect 7 0 0 0; #P connect 6 0 8 0; #P connect 5 0 6 0; #P connect 8 0 9 0; #P pop; #P newobj 417 339 96 196617 p record-then-play; #P button 417 275 34 0; #P user jit.pwindow 416 384 82 62 0 1 0 0 1 0; #P newex 291 311 21 196617 t 1; #P newex 366 235 47 196617 gate 3 1; #P newex 265 48 48 196617 loadbang; #P message 74 123 65 196617 snd_settings; #P message 265 69 222 196617 write_video 1 \, write_audio 1 \, write_preview 1; #P window linecount 6; #P comment 624 155 100 196617 another way to do this could be with matrixset \, but for longer clips \, this will get memory intensive.; #P comment 623 78 100 196617 takes live camera input \, records to disk \, then loads the clip into a movie player. All BPM based.; #P window linecount 1; #P hidden newex 116 464 20 196617 t b; #P window setfont Arial 9.; #P message 143 442 143 131137545 http://www.lividinstruments.com/; #P window linecount 2; #P hidden message 143 461 230 131137545 \; max launch_browser http://www.lividinstruments.com/; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P comment 143 428 143 196617 pnyboer at slambassador.com; #P comment 143 413 109 196617 patch by peter nyboer; #N vpatcher 869 195 1214 638; #N comlet from grab out; #P inlet 165 222 15 0; #N comlet to grab; #P outlet 51 262 15 0; #P window setfont "Sans Serif" 9.; #P newex 51 90 31 196617 t 0 b; #P newex 51 158 36 196617 t stop; #N vpatcher 30 89 630 489; #P window setfont Arial 9.; #P newex 59 135 92 131137545 sprintf %s_%ld.mov; #P message 61 88 34 131137545 Movie; #P newex 50 50 52 131137545 t b b ticks; #P newex 95 88 40 131137545 date; #P window setfont "Sans Serif" 9.; #P newex 44 177 167 196617 pack write name 30. jpeg max 600; #P comment 100 67 200 196617 low chance of overwriting existing movie!; #P inlet 50 30 15 0; #P outlet 44 199 15 0; #P connect 5 0 3 0; #P connect 3 0 0 0; #P connect 1 0 5 0; #P connect 6 0 7 0; #P connect 5 1 6 0; #P connect 7 0 3 1; #P connect 5 2 4 0; #P connect 4 2 7 1; #P pop; #P newobj 144 168 85 196617 p generate-name; #P comment 128 75 108 196617 one measure of tempo; #P newex 96 74 29 196617 * 4.; #P newex 233 326 42 196617 r drive; #P newex 235 297 59 196617 print READ; #P newex 166 296 68 196617 prepend read; #P newex 165 326 63 196617 jit.qt.movie; #P newex 167 275 51 196617 zl slice 1; #P newex 165 254 62 196617 route write; #P newex 98 51 55 196617 !/ 60000.; #P newex 51 135 55 196617 pipe 5000; #P inlet 51 67 15 0; #P inlet 98 31 15 0; #N comlet movie out; #P outlet 165 348 15 0; #P connect 2 0 15 0; #P connect 15 0 3 0; #P connect 3 0 14 0; #P connect 14 0 16 0; #P fasten 13 0 16 0 149 238 56 238; #P connect 4 0 11 0; #P connect 11 0 3 1; #P connect 1 0 4 0; #P fasten 15 1 13 0 77 122 149 122; #P connect 17 0 5 0; #P connect 8 0 7 0; #P connect 10 0 7 0; #P connect 7 0 0 0; #P connect 6 0 8 0; #P connect 5 0 6 0; #P connect 8 0 9 0; #P pop; #P newobj 280 338 96 196617 p record-then-play; #P newex 100 162 42 196617 s drive; #P button 280 274 34 0; #P newex 267 95 72 196617 loadmess 120; #P user jit.pwindow 279 383 82 62 0 1 0 0 1 0; #P flonum 267 124 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P user jit.pwindow 147 233 82 62 0 1 0 0 1 0; #P message 244 162 33 196617 close; #P newex 209 140 41 196617 sel 1 0; #P message 210 162 30 196617 open; #P toggle 167 93 27 0; #P newex 147 162 52 196617 metro 33; #P newex 147 193 56 196617 jit.qt.grab; #P comment 304 124 100 196617 BPM; #P connect 2 0 12 0; #P hidden connect 17 0 18 0; #P hidden connect 18 0 16 0; #P connect 3 0 2 0; #P fasten 32 0 1 0 528 362 84 362 84 184 152 184; #P fasten 28 0 1 0 422 360 97 360 97 184 152 184; #P fasten 13 0 1 0 285 361 118 361 118 184 152 184; #P fasten 22 0 1 0 79 192 152 192; #P fasten 21 0 1 0 270 87 152 87; #P connect 2 0 1 0; #P connect 6 0 1 0; #P connect 4 0 1 0; #P connect 1 0 7 0; #P connect 3 0 5 0; #P connect 5 0 4 0; #P connect 5 1 6 0; #P connect 23 0 21 0; #P connect 10 0 8 0; #P connect 11 0 13 0; #P connect 13 1 9 0; #P connect 11 0 25 0; #P fasten 8 0 13 1 272 146 328 146; #P connect 25 0 24 0; #P connect 29 0 24 0; #P connect 33 0 24 0; #P connect 24 0 13 2; #P fasten 1 1 24 1 198 221 408 221; #P connect 27 0 28 0; #P connect 28 1 26 0; #P connect 27 0 29 0; #P fasten 8 0 28 1 272 150 465 150; #P fasten 24 1 28 2 389 338 508 338; #P connect 31 0 32 0; #P connect 32 1 34 0; #P connect 31 0 33 0; #P fasten 8 0 32 1 272 155 571 155; #P fasten 24 2 32 2 407 331 614 331; #P window clipboard copycount 35; -- * * * * The Altamont 2 oz light rum 3/4 oz lime juice 1/2 oz orange cura?ao 1/4 oz orgeat splash of pernod handful of fresh mint leaves shake contents vigorously with ice. Strain well into a chilled cocktail glass. * * * * From lovesbytes at hotmail.com Sat Nov 3 00:14:13 2007 From: lovesbytes at hotmail.com (Matty) Date: Sat Nov 3 00:14:15 2007 Subject: [jitter] Issues with output resolution from jitter objects Message-ID: <1d455.472c11b4@www.cycling74.com> First of all, thanks in advance for any advice. I have an issue going on with my first jitter patch... I have a 1024x768 resolution image and video... however there seems to be some issue going on with the patch as the combined output of the image AND video becomes very low res and pixellated... is there any ways to resolve this issue (controlling the res output etc?)? I have the video going through jitter.rgb2luma (output is seemingly low res here at this point) and combining the image and video with object jitter.alphablend...(definitely low res and pixellated) Thx once again From williamshome at gmail.com Sat Nov 3 08:47:00 2007 From: williamshome at gmail.com (williamshome) Date: Sat Nov 3 08:47:01 2007 Subject: [jitter] Efficient way to display a mix of video, image and 3D Message-ID: <1d467.472c89e2@www.cycling74.com> Hi all, What is your most efficient way to play with Max/Jitter to mix a number of video, image and sometimes 3D render ? For example, I am capturing a video and stretching it as the background. Now, I would like to add a static frame on top of it. Then a few images which can floating on top of it with 3D motions. The thing is BIG and have a resolution no less than 1600 x 1200. Way 1 : Go 3D I guess the most natural way is to have all the things up there be represented as jit.videoplane and then it is easy to manipulate. However, I am wondering if I am wasting resources on copying the captured video to texture memory constant, it is the background anyway. Way 2 : Go 2D OK. Jitter has all sort of method to bind video as matrix. So, what if we rendering the small clips into matrix and combine it ? Well, this method is very slow with the "to_texture" option. Way 3 : Go 2D + 3D Finally, is it possible to have the video and the static frame blended and draw as background; then render the small clips on top of the back-buffer? The method make sense, but I can't find a way to do it in max/jitter. What's your idea ? William From wugmump at speakeasy.org Sat Nov 3 09:04:28 2007 From: wugmump at speakeasy.org (joshua goldberg) Date: Sat Nov 3 09:04:33 2007 Subject: [jitter] Efficient way to display a mix of video, image and 3D In-Reply-To: <1d467.472c89e2@www.cycling74.com> References: <1d467.472c89e2@www.cycling74.com> Message-ID: something like this? #P window setfont "Sans Serif" 9.; #P window linecount 1; #P comment 152 483 100 196617 step 3b; #P window linecount 2; #P newex 87 510 277 196617 jit.gl.gridshape bork @shape torus @name shapey @texture cubetex @scale 0.1 0.1 0.1 @position -0.2 0.1 0 @automatic 0; #P window linecount 1; #P message 252 392 30 196617 read; #P comment 299 416 100 196617 step 3a; #P newex 228 414 63 196617 jit.qt.movie; #P newex 228 439 164 196617 jit.gl.texture bork @name cubetex; #P comment 472 390 100 196617 step 2; #P window linecount 3; #P newex 417 414 169 196617 jit.gl.gridshape bork @shape plane @color 0. 0. 0. 0. @scale 0.7 0.7 0.7 @automatic 0; #P window linecount 1; #P message 178 115 30 196617 read; #P newex 151 164 104 196617 prepend draw_pixels; #P newex 151 138 107 196617 jit.qt.movie @adapt 1; #P message 335 181 34 196617 reset; #P newex 335 205 188 196617 jit.gl.handle bork @inherit_transform 1; #P message 444 107 70 196617 fullscreen \$1; #P toggle 444 87 15 0; #P newex 444 64 38 196617 sel 27; #P newex 444 42 40 196617 key; #P number 91 41 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P user jit.fpsgui 28 274 60 196617 0; #P newex 31 365 416 196617 t b b b b b b b b b b b b b b b b b b b; #P newex 31 341 40 196617 r stuff; #P toggle 31 47 15 0; #P newex 60 130 40 196617 s stuff; #P newex 28 249 201 196617 jit.gl.render bork @erase_color 0. 0. 0. 1.; #P newex 31 98 138 196617 t b b b; #P newex 31 73 57 196617 qmetro 33; #P newex 444 128 207 196617 jit.window bork @floating 1 @depthbuffer 1; #P comment 267 137 100 196617 step 1; #P connect 8 5 26 0; #P connect 25 0 23 0; #P connect 23 0 22 0; #P connect 8 9 23 0; #P connect 8 18 20 0; #P connect 19 0 17 0; #P connect 18 0 4 0; #P connect 17 0 18 0; #P connect 3 2 17 0; #P connect 2 0 3 0; #P connect 3 0 4 0; #P connect 3 1 5 0; #P connect 14 0 1 0; #P connect 13 0 14 0; #P connect 12 0 13 0; #P connect 11 0 12 0; #P connect 16 0 15 0; #P connect 10 0 2 1; #P connect 7 0 8 0; #P connect 4 0 9 0; #P connect 15 0 4 0; #P connect 6 0 2 0; #P window clipboard copycount 28; On Nov 3, 2007, at 10:47 AM, williamshome wrote: > > Hi all, > > What is your most efficient way to play with Max/Jitter to mix a > number of video, image and sometimes 3D render ? > > For example, I am capturing a video and stretching it as the > background. Now, I would like to add a static frame on top of it. > Then a few images which can floating on top of it with 3D motions. > > The thing is BIG and have a resolution no less than 1600 x 1200. > > Way 1 : Go 3D > > I guess the most natural way is to have all the things up there be > represented as jit.videoplane and then it is easy to manipulate. > > However, I am wondering if I am wasting resources on copying the > captured video to texture memory constant, it is the background > anyway. > > Way 2 : Go 2D > > OK. Jitter has all sort of method to bind video as matrix. So, what > if we rendering the small clips into matrix and combine it ? Well, > this method is very slow with the "to_texture" option. > > Way 3 : Go 2D + 3D > > Finally, is it possible to have the video and the static frame > blended and draw as background; then render the small clips on top > of the back-buffer? The method make sense, but I can't find a way to > do it in max/jitter. > > What's your idea ? > > William > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From doktorp at mac.com Sat Nov 3 09:29:10 2007 From: doktorp at mac.com (vade) Date: Sat Nov 3 09:29:17 2007 Subject: [jitter] Efficient way to display a mix of video, image and 3D In-Reply-To: References: <1d467.472c89e2@www.cycling74.com> Message-ID: draw pixels does not interpolate however, use a video plane with @transform_reset 2 and @automatic 0 or @layer. migrating to slab processing with that is easier too :) On Nov 3, 2007, at 11:04 AM, joshua goldberg wrote: > something like this? > > #P window setfont "Sans Serif" 9.; > #P window linecount 1; > #P comment 152 483 100 196617 step 3b; > #P window linecount 2; > #P newex 87 510 277 196617 jit.gl.gridshape bork @shape torus @name > shapey @texture cubetex @scale 0.1 0.1 0.1 @position -0.2 0.1 0 > @automatic 0; > #P window linecount 1; > #P message 252 392 30 196617 read; > #P comment 299 416 100 196617 step 3a; > #P newex 228 414 63 196617 jit.qt.movie; > #P newex 228 439 164 196617 jit.gl.texture bork @name cubetex; > #P comment 472 390 100 196617 step 2; > #P window linecount 3; > #P newex 417 414 169 196617 jit.gl.gridshape bork @shape plane > @color 0. 0. 0. 0. @scale 0.7 0.7 0.7 @automatic 0; > #P window linecount 1; > #P message 178 115 30 196617 read; > #P newex 151 164 104 196617 prepend draw_pixels; > #P newex 151 138 107 196617 jit.qt.movie @adapt 1; > #P message 335 181 34 196617 reset; > #P newex 335 205 188 196617 jit.gl.handle bork @inherit_transform 1; > #P message 444 107 70 196617 fullscreen \$1; > #P toggle 444 87 15 0; > #P newex 444 64 38 196617 sel 27; > #P newex 444 42 40 196617 key; > #P number 91 41 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; > #P user jit.fpsgui 28 274 60 196617 0; > #P newex 31 365 416 196617 t b b b b b b b b b b b b b b b b b b b; > #P newex 31 341 40 196617 r stuff; > #P toggle 31 47 15 0; > #P newex 60 130 40 196617 s stuff; > #P newex 28 249 201 196617 jit.gl.render bork @erase_color 0. 0. 0. > 1.; > #P newex 31 98 138 196617 t b b b; > #P newex 31 73 57 196617 qmetro 33; > #P newex 444 128 207 196617 jit.window bork @floating 1 @depthbuffer > 1; > #P comment 267 137 100 196617 step 1; > #P connect 8 5 26 0; > #P connect 25 0 23 0; > #P connect 23 0 22 0; > #P connect 8 9 23 0; > #P connect 8 18 20 0; > #P connect 19 0 17 0; > #P connect 18 0 4 0; > #P connect 17 0 18 0; > #P connect 3 2 17 0; > #P connect 2 0 3 0; > #P connect 3 0 4 0; > #P connect 3 1 5 0; > #P connect 14 0 1 0; > #P connect 13 0 14 0; > #P connect 12 0 13 0; > #P connect 11 0 12 0; > #P connect 16 0 15 0; > #P connect 10 0 2 1; > #P connect 7 0 8 0; > #P connect 4 0 9 0; > #P connect 15 0 4 0; > #P connect 6 0 2 0; > #P window clipboard copycount 28; > > On Nov 3, 2007, at 10:47 AM, williamshome wrote: > >> >> Hi all, >> >> What is your most efficient way to play with Max/Jitter to mix a >> number of video, image and sometimes 3D render ? >> >> For example, I am capturing a video and stretching it as the >> background. Now, I would like to add a static frame on top of it. >> Then a few images which can floating on top of it with 3D motions. >> >> The thing is BIG and have a resolution no less than 1600 x 1200. >> >> Way 1 : Go 3D >> >> I guess the most natural way is to have all the things up there be >> represented as jit.videoplane and then it is easy to manipulate. >> >> However, I am wondering if I am wasting resources on copying the >> captured video to texture memory constant, it is the background >> anyway. >> >> Way 2 : Go 2D >> >> OK. Jitter has all sort of method to bind video as matrix. So, what >> if we rendering the small clips into matrix and combine it ? Well, >> this method is very slow with the "to_texture" option. >> >> Way 3 : Go 2D + 3D >> >> Finally, is it possible to have the video and the static frame >> blended and draw as background; then render the small clips on top >> of the back-buffer? The method make sense, but I can't find a way >> to do it in max/jitter. >> >> What's your idea ? >> >> William >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter >> > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From wugmump at speakeasy.org Sat Nov 3 10:43:03 2007 From: wugmump at speakeasy.org (joshua goldberg) Date: Sat Nov 3 10:43:08 2007 Subject: [jitter] Efficient way to display a mix of video, image and 3D In-Reply-To: References: <1d467.472c89e2@www.cycling74.com> Message-ID: <35D15D8B-037D-49B0-9EDE-364131EB8D59@speakeasy.org> vade is right. On Nov 3, 2007, at 11:29 AM, vade wrote: > draw pixels does not interpolate however, use a video plane with > @transform_reset 2 and @automatic 0 or @layer. migrating to slab > processing with that is easier too > > :) > On Nov 3, 2007, at 11:04 AM, joshua goldberg wrote: > >> something like this? >> >> #P window setfont "Sans Serif" 9.; >> #P window linecount 1; >> #P comment 152 483 100 196617 step 3b; >> #P window linecount 2; >> #P newex 87 510 277 196617 jit.gl.gridshape bork @shape torus @name >> shapey @texture cubetex @scale 0.1 0.1 0.1 @position -0.2 0.1 0 >> @automatic 0; >> #P window linecount 1; >> #P message 252 392 30 196617 read; >> #P comment 299 416 100 196617 step 3a; >> #P newex 228 414 63 196617 jit.qt.movie; >> #P newex 228 439 164 196617 jit.gl.texture bork @name cubetex; >> #P comment 472 390 100 196617 step 2; >> #P window linecount 3; >> #P newex 417 414 169 196617 jit.gl.gridshape bork @shape plane >> @color 0. 0. 0. 0. @scale 0.7 0.7 0.7 @automatic 0; >> #P window linecount 1; >> #P message 178 115 30 196617 read; >> #P newex 151 164 104 196617 prepend draw_pixels; >> #P newex 151 138 107 196617 jit.qt.movie @adapt 1; >> #P message 335 181 34 196617 reset; >> #P newex 335 205 188 196617 jit.gl.handle bork @inherit_transform 1; >> #P message 444 107 70 196617 fullscreen \$1; >> #P toggle 444 87 15 0; >> #P newex 444 64 38 196617 sel 27; >> #P newex 444 42 40 196617 key; >> #P number 91 41 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; >> #P user jit.fpsgui 28 274 60 196617 0; >> #P newex 31 365 416 196617 t b b b b b b b b b b b b b b b b b b b; >> #P newex 31 341 40 196617 r stuff; >> #P toggle 31 47 15 0; >> #P newex 60 130 40 196617 s stuff; >> #P newex 28 249 201 196617 jit.gl.render bork @erase_color 0. 0. 0. >> 1.; >> #P newex 31 98 138 196617 t b b b; >> #P newex 31 73 57 196617 qmetro 33; >> #P newex 444 128 207 196617 jit.window bork @floating 1 >> @depthbuffer 1; >> #P comment 267 137 100 196617 step 1; >> #P connect 8 5 26 0; >> #P connect 25 0 23 0; >> #P connect 23 0 22 0; >> #P connect 8 9 23 0; >> #P connect 8 18 20 0; >> #P connect 19 0 17 0; >> #P connect 18 0 4 0; >> #P connect 17 0 18 0; >> #P connect 3 2 17 0; >> #P connect 2 0 3 0; >> #P connect 3 0 4 0; >> #P connect 3 1 5 0; >> #P connect 14 0 1 0; >> #P connect 13 0 14 0; >> #P connect 12 0 13 0; >> #P connect 11 0 12 0; >> #P connect 16 0 15 0; >> #P connect 10 0 2 1; >> #P connect 7 0 8 0; >> #P connect 4 0 9 0; >> #P connect 15 0 4 0; >> #P connect 6 0 2 0; >> #P window clipboard copycount 28; >> >> On Nov 3, 2007, at 10:47 AM, williamshome wrote: >> >>> >>> Hi all, >>> >>> What is your most efficient way to play with Max/Jitter to mix a >>> number of video, image and sometimes 3D render ? >>> >>> For example, I am capturing a video and stretching it as the >>> background. Now, I would like to add a static frame on top of it. >>> Then a few images which can floating on top of it with 3D motions. >>> >>> The thing is BIG and have a resolution no less than 1600 x 1200. >>> >>> Way 1 : Go 3D >>> >>> I guess the most natural way is to have all the things up there be >>> represented as jit.videoplane and then it is easy to manipulate. >>> >>> However, I am wondering if I am wasting resources on copying the >>> captured video to texture memory constant, it is the background >>> anyway. >>> >>> Way 2 : Go 2D >>> >>> OK. Jitter has all sort of method to bind video as matrix. So, >>> what if we rendering the small clips into matrix and combine it ? >>> Well, this method is very slow with the "to_texture" option. >>> >>> Way 3 : Go 2D + 3D >>> >>> Finally, is it possible to have the video and the static frame >>> blended and draw as background; then render the small clips on top >>> of the back-buffer? The method make sense, but I can't find a way >>> to do it in max/jitter. >>> >>> What's your idea ? >>> >>> William >>> _______________________________________________ >>> jitter mailing list >>> jitter@cycling74.com >>> http://www.cycling74.com/mailman/listinfo/jitter >>> >> >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From spbinns at hotmail.com Sat Nov 3 10:51:40 2007 From: spbinns at hotmail.com (Stuart Binns) Date: Sat Nov 3 10:51:43 2007 Subject: [jitter] Re: Inverting images with cv.jit objects In-Reply-To: <1d36f.4728abbb@www.cycling74.com> Message-ID: <1d46c.472ca71c@www.cycling74.com> Many thanks for all your help - it works great. Stuart From spbinns at hotmail.com Sat Nov 3 12:09:53 2007 From: spbinns at hotmail.com (Stuart Binns) Date: Sat Nov 3 12:09:59 2007 Subject: [jitter] problem with jit.findbounds Message-ID: <1d471.472cb971@www.cycling74.com> Hi everyone, i am using jit.findbounds to try and simply find the boundaries of an object in a jpg image. I have made the example shown in the html reference for jit.findbounds, but still no success. Any suggestions, regards, Here is my copy of the html refernce... max v2; #N vpatcher 46 136 954 938; #P user jit.pwindow 472 257 322 242 1 1 0 0 1 0; #P window setfont "Sans Serif" 9.; #P number 120 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P number 81 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P number 42 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 42 682 89 196617 unpack 0 0 0; #P newex 526 229 111 196617 jit.lcd 4 char 320 240; #P newex 103 649 71 196617 s colorsearch; #P newex 103 599 79 196617 prepend max 0.; #P newex 220 597 76 196617 prepend min 0.; #P newex 221 574 107 196617 vexpr ($i1-10)/255.; #P newex 103 574 108 196617 vexpr ($i1+10)/255.; #P user swatch 103 473 155 56; #P message 526 201 173 196617 clear \, framerect \$1 \$2 \$3 \$4 \, bang; #P newex 526 174 75 196617 pack 0 0 0 0; #P newex 526 150 95 196617 jit.findbounds; #P newex 526 102 71 196617 r colorsearch; #P message 163 79 30 196617 read; #P newex 87 115 105 196617 jit.qt.movie 320 240; #P newex 87 77 46 196617 metro 2; #P toggle 87 48 15 0; #P user suckah 77 165 320 239; #P user jit.pwindow 78 162 322 242 0 1 0 0 1 0; #P fasten 10 0 17 0 108 541 47 541; #P connect 17 0 18 0; #P connect 4 0 0 0; #P connect 17 1 19 0; #P connect 2 0 3 0; #P connect 3 0 4 0; #P connect 5 0 4 0; #P connect 1 0 10 0; #P connect 10 0 11 0; #P connect 11 0 14 0; #P connect 14 0 15 0; #P connect 13 0 15 0; #P connect 17 2 20 0; #P connect 12 0 13 0; #P connect 10 0 12 0; #P connect 16 0 21 0; #P fasten 4 0 7 0 92 141 531 141; #P connect 6 0 7 0; #P connect 7 0 8 0; #P connect 8 0 9 0; #P connect 9 0 16 0; #P connect 7 1 8 2; #P pop; Regards, Stuart From spbinns at hotmail.com Sat Nov 3 12:11:31 2007 From: spbinns at hotmail.com (Stuart Binns) Date: Sat Nov 3 12:11:33 2007 Subject: [jitter] Re: problem with jit.findbounds In-Reply-To: <1d471.472cb971@www.cycling74.com> Message-ID: <1d472.472cb9d2@www.cycling74.com> I didn't mention previously, I want to track an object by its colour, so I have added a suckah object below the first videopane, so that i can click on the object I wish to track. Regards, From wugmump at speakeasy.org Sat Nov 3 12:19:07 2007 From: wugmump at speakeasy.org (joshua goldberg) Date: Sat Nov 3 12:19:10 2007 Subject: [jitter] problem with jit.findbounds In-Reply-To: <1d471.472cb971@www.cycling74.com> References: <1d471.472cb971@www.cycling74.com> Message-ID: change the 'max 0.' to 'max 1.', to include any alpha value, and it works. On Nov 3, 2007, at 2:09 PM, Stuart Binns wrote: > > Hi everyone, > > i am using jit.findbounds to try and simply find the boundaries of > an object in a jpg image. I have made the example shown in the html > reference for jit.findbounds, but still no success. Any suggestions, > > regards, > > Here is my copy of the html refernce... > > max v2; > #N vpatcher 46 136 954 938; > #P user jit.pwindow 472 257 322 242 1 1 0 0 1 0; > #P window setfont "Sans Serif" 9.; > #P number 120 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; > #P number 81 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; > #P number 42 713 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; > #P newex 42 682 89 196617 unpack 0 0 0; > #P newex 526 229 111 196617 jit.lcd 4 char 320 240; > #P newex 103 649 71 196617 s colorsearch; > #P newex 103 599 79 196617 prepend max 0.; > #P newex 220 597 76 196617 prepend min 0.; > #P newex 221 574 107 196617 vexpr ($i1-10)/255.; > #P newex 103 574 108 196617 vexpr ($i1+10)/255.; > #P user swatch 103 473 155 56; > #P message 526 201 173 196617 clear \, framerect \$1 \$2 \$3 \$4 \, > bang; > #P newex 526 174 75 196617 pack 0 0 0 0; > #P newex 526 150 95 196617 jit.findbounds; > #P newex 526 102 71 196617 r colorsearch; > #P message 163 79 30 196617 read; > #P newex 87 115 105 196617 jit.qt.movie 320 240; > #P newex 87 77 46 196617 metro 2; > #P toggle 87 48 15 0; > #P user suckah 77 165 320 239; > #P user jit.pwindow 78 162 322 242 0 1 0 0 1 0; > #P fasten 10 0 17 0 108 541 47 541; > #P connect 17 0 18 0; > #P connect 4 0 0 0; > #P connect 17 1 19 0; > #P connect 2 0 3 0; > #P connect 3 0 4 0; > #P connect 5 0 4 0; > #P connect 1 0 10 0; > #P connect 10 0 11 0; > #P connect 11 0 14 0; > #P connect 14 0 15 0; > #P connect 13 0 15 0; > #P connect 17 2 20 0; > #P connect 12 0 13 0; > #P connect 10 0 12 0; > #P connect 16 0 21 0; > #P fasten 4 0 7 0 92 141 531 141; > #P connect 6 0 7 0; > #P connect 7 0 8 0; > #P connect 8 0 9 0; > #P connect 9 0 16 0; > #P connect 7 1 8 2; > #P pop; > > > > Regards, > > Stuart > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From rob at robtherich.org Sat Nov 3 13:00:00 2007 From: rob at robtherich.org (Robert Ramirez) Date: Sat Nov 3 13:00:01 2007 Subject: [jitter] Re: Efficient way to display a mix of video, image and 3D In-Reply-To: <35D15D8B-037D-49B0-9EDE-364131EB8D59@speakeasy.org> Message-ID: <1d477.472cc52f@www.cycling74.com> and shouldn't the dim of the video plane be changed from the default of 20x20 to 2x2 for efficiency? From rob at robtherich.org Sat Nov 3 13:08:43 2007 From: rob at robtherich.org (Robert Ramirez) Date: Sat Nov 3 13:08:44 2007 Subject: [jitter] Re: basic question about recording images In-Reply-To: <1d403.472ac007@www.cycling74.com> Message-ID: <1d479.472cc73a@www.cycling74.com> check out examples/jitter-examples/render/jit.gl.render-tomatrix. the glreadpixels_render is probably your best bet. -rob From rob at robtherich.org Sat Nov 3 13:19:19 2007 From: rob at robtherich.org (Robert Ramirez) Date: Sat Nov 3 13:19:21 2007 Subject: [jitter] Re: Issues with output resolution from jitter objects In-Reply-To: <1d455.472c11b4@www.cycling74.com> Message-ID: <1d47a.472cc9b7@www.cycling74.com> try this. (copy from the first #P to the last #P, go to max, choose file, new from clipboard) #P window setfont "Sans Serif" 9.; #P flonum 133 202 35 9 0. 1. 3 3 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 1; #P message 133 223 48 196617 xfade \$1; #P newex 119 243 71 196617 jit.xfade; #B color 5; #P flonum 378 114 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 378 134 42 196617 rate \$1; #P message 438 114 28 196617 read; #P newex 303 171 180 196617 jit.qt.movie 1024 768 @highquality 1; #B color 5; #P newex 119 276 185 196617 jit.window win @rect 20 40 1044 808; #P flonum 194 114 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 194 134 42 196617 rate \$1; #P message 254 114 28 196617 read; #P flonum 153 114 35 9 0.5 0 1 3 0 0 0 221 221 221 222 222 222 0 0 0; #P toggle 119 114 15 0; #P newex 119 134 44 196617 metro 2; #P newex 119 171 180 196617 jit.qt.movie 1024 768 @highquality 1; #B color 5; #P fasten 8 0 12 1 308 215 185 215; #P connect 12 0 7 0; #P connect 13 0 12 0; #P connect 14 0 13 0; #P connect 0 0 12 0; #P fasten 1 0 0 0 124 164 124 164; #P fasten 1 0 8 0 124 161 308 161; #P connect 11 0 10 0; #P fasten 10 0 8 0 383 161 308 161; #P fasten 9 0 8 0 443 161 308 161; #P fasten 4 0 0 0 259 161 124 161; #P fasten 5 0 0 0 199 161 124 161; #P connect 6 0 5 0; #P connect 3 0 1 1; #P connect 2 0 1 0; #P window clipboard copycount 15; From doktorp at mac.com Sat Nov 3 13:51:15 2007 From: doktorp at mac.com (vade) Date: Sat Nov 3 13:51:20 2007 Subject: [jitter] Re: Efficient way to display a mix of video, image and 3D In-Reply-To: <1d477.472cc52f@www.cycling74.com> References: <1d477.472cc52f@www.cycling74.com> Message-ID: <64356A4F-D7E2-4F0F-AF12-FF7663197A0E@mac.com> yeah, I was never sure why its 20x20 :) On Nov 3, 2007, at 3:00 PM, Robert Ramirez wrote: > > and shouldn't the dim of the video plane be changed from the default > of 20x20 to 2x2 for efficiency? > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From jeremy at mantissa.ca Sat Nov 3 16:34:03 2007 From: jeremy at mantissa.ca (Jeremy Rotsztain) Date: Sat Nov 3 16:34:04 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch Message-ID: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> has anybody figured out how to enable polygon smoothing? i'm trying to implement the following code (from the red book, http:// www.glprogramming.com/red/chapter06.html#name2). glCullFace (GL_BACK); glEnable (GL_CULL_FACE); glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glEnable (GL_BLEND); glEnable (GL_POLYGON_SMOOTH); glDisable (GL_DEPTH_TEST); here's the message i'm sending to jit.gl.sketch (i'm using ortho projection) reset, glmatrixmode projection, glloadidentity, glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, glloadidentity, glcullface 2, glenable cull_face, glblendfunc 10 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., glvertex 91 135, gltexcoord 1. 1., glvertex 339 154, gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 367, glend, glpopmatrix, am i using the wrong clear function? the red book recommentds color_buffer_bit, but it's not clear how to access it. thanks, jeremy From wesley.hoke at gmail.com Sat Nov 3 18:00:28 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Sat Nov 3 18:00:30 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch In-Reply-To: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> References: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> Message-ID: <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> polygon smoothing doesn't work on OSX in general. If you want antialiasing on geometry you have to use fsaa. wes On 11/3/07, Jeremy Rotsztain wrote: > > has anybody figured out how to enable polygon smoothing? > > i'm trying to implement the following code (from the red book, http:// > www.glprogramming.com/red/chapter06.html#name2). > > glCullFace (GL_BACK); > glEnable (GL_CULL_FACE); > glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); > glClearColor (0.0, 0.0, 0.0, 0.0); > > glClear (GL_COLOR_BUFFER_BIT); > glEnable (GL_BLEND); > glEnable (GL_POLYGON_SMOOTH); > glDisable (GL_DEPTH_TEST); > > > > here's the message i'm sending to jit.gl.sketch (i'm using ortho > projection) > > reset, glmatrixmode projection, glloadidentity, > glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, glloadidentity, > glcullface 2, glenable cull_face, glblendfunc 10 > 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable > polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., > dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., glvertex 91 > 135, gltexcoord 1. 1., glvertex 339 154, > gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 367, > glend, glpopmatrix, > > am i using the wrong clear function? the red book recommentds > color_buffer_bit, but it's not clear how to access it. > > thanks, > > jeremy > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From jeremy at mantissa.ca Sat Nov 3 21:16:46 2007 From: jeremy at mantissa.ca (Jeremy Rotsztain) Date: Sat Nov 3 21:16:47 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch In-Reply-To: <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> References: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> Message-ID: <2CA1FDBE-D6A6-4D36-8D28-87637C63FF1D@mantissa.ca> thanks wes, how would this be supported in jitter? with shaders? jeremy On Nov 3, 2007, at 8:00 PM, Wesley Smith wrote: > polygon smoothing doesn't work on OSX in general. If you want > antialiasing on geometry you have to use fsaa. > > wes > > On 11/3/07, Jeremy Rotsztain wrote: >> >> has anybody figured out how to enable polygon smoothing? >> >> i'm trying to implement the following code (from the red book, >> http:// >> www.glprogramming.com/red/chapter06.html#name2). >> >> glCullFace (GL_BACK); >> glEnable (GL_CULL_FACE); >> glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); >> glClearColor (0.0, 0.0, 0.0, 0.0); >> >> glClear (GL_COLOR_BUFFER_BIT); >> glEnable (GL_BLEND); >> glEnable (GL_POLYGON_SMOOTH); >> glDisable (GL_DEPTH_TEST); >> >> >> >> here's the message i'm sending to jit.gl.sketch (i'm using ortho >> projection) >> >> reset, glmatrixmode projection, glloadidentity, >> glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, >> glloadidentity, >> glcullface 2, glenable cull_face, glblendfunc 10 >> 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable >> polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., >> dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., >> glvertex 91 >> 135, gltexcoord 1. 1., glvertex 339 154, >> gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 >> 367, >> glend, glpopmatrix, >> >> am i using the wrong clear function? the red book recommentds >> color_buffer_bit, but it's not clear how to access it. >> >> thanks, >> >> jeremy >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter >> > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wesley.hoke at gmail.com Sat Nov 3 21:37:14 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Sat Nov 3 21:37:17 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch In-Reply-To: <2CA1FDBE-D6A6-4D36-8D28-87637C63FF1D@mantissa.ca> References: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> <2CA1FDBE-D6A6-4D36-8D28-87637C63FF1D@mantissa.ca> Message-ID: <1079b050711032037t3f737d30ke4bdb0cec3be464b@mail.gmail.com> What are you trying to do? Polygon smoothing has polygon ordering issues and is thus not a good solution for drawing antialiased polygons. Have you tried fsaa? wes On 11/3/07, Jeremy Rotsztain wrote: > > thanks wes, how would this be supported in jitter? with shaders? > > jeremy > > On Nov 3, 2007, at 8:00 PM, Wesley Smith wrote: > > > polygon smoothing doesn't work on OSX in general. If you want > > antialiasing on geometry you have to use fsaa. > > > > wes > > > > On 11/3/07, Jeremy Rotsztain wrote: > >> > >> has anybody figured out how to enable polygon smoothing? > >> > >> i'm trying to implement the following code (from the red book, > >> http:// > >> www.glprogramming.com/red/chapter06.html#name2). > >> > >> glCullFace (GL_BACK); > >> glEnable (GL_CULL_FACE); > >> glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); > >> glClearColor (0.0, 0.0, 0.0, 0.0); > >> > >> glClear (GL_COLOR_BUFFER_BIT); > >> glEnable (GL_BLEND); > >> glEnable (GL_POLYGON_SMOOTH); > >> glDisable (GL_DEPTH_TEST); > >> > >> > >> > >> here's the message i'm sending to jit.gl.sketch (i'm using ortho > >> projection) > >> > >> reset, glmatrixmode projection, glloadidentity, > >> glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, > >> glloadidentity, > >> glcullface 2, glenable cull_face, glblendfunc 10 > >> 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable > >> polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., > >> dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., > >> glvertex 91 > >> 135, gltexcoord 1. 1., glvertex 339 154, > >> gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 > >> 367, > >> glend, glpopmatrix, > >> > >> am i using the wrong clear function? the red book recommentds > >> color_buffer_bit, but it's not clear how to access it. > >> > >> thanks, > >> > >> jeremy > >> _______________________________________________ > >> jitter mailing list > >> jitter@cycling74.com > >> http://www.cycling74.com/mailman/listinfo/jitter > >> > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From jeremy at mantissa.ca Sat Nov 3 21:59:05 2007 From: jeremy at mantissa.ca (Jeremy Rotsztain) Date: Sat Nov 3 21:59:16 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch In-Reply-To: <1079b050711032037t3f737d30ke4bdb0cec3be464b@mail.gmail.com> References: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> <2CA1FDBE-D6A6-4D36-8D28-87637C63FF1D@mantissa.ca> <1079b050711032037t3f737d30ke4bdb0cec3be464b@mail.gmail.com> Message-ID: <0D700236-9042-49B0-9211-EC83623871F9@mantissa.ca> i'm just rendering a texture on a skewed plane. ah, it just occurred to me that fsaa is supported by jit.window. thanks! i wish i'd realized this 5 hours ago! jeremy On Nov 3, 2007, at 11:37 PM, Wesley Smith wrote: > What are you trying to do? Polygon smoothing has polygon ordering > issues and is thus not a good solution for drawing antialiased > polygons. Have you tried fsaa? > wes > > On 11/3/07, Jeremy Rotsztain wrote: >> >> thanks wes, how would this be supported in jitter? with shaders? >> >> jeremy >> >> On Nov 3, 2007, at 8:00 PM, Wesley Smith wrote: >> >>> polygon smoothing doesn't work on OSX in general. If you want >>> antialiasing on geometry you have to use fsaa. >>> >>> wes >>> >>> On 11/3/07, Jeremy Rotsztain wrote: >>>> >>>> has anybody figured out how to enable polygon smoothing? >>>> >>>> i'm trying to implement the following code (from the red book, >>>> http:// >>>> www.glprogramming.com/red/chapter06.html#name2). >>>> >>>> glCullFace (GL_BACK); >>>> glEnable (GL_CULL_FACE); >>>> glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); >>>> glClearColor (0.0, 0.0, 0.0, 0.0); >>>> >>>> glClear (GL_COLOR_BUFFER_BIT); >>>> glEnable (GL_BLEND); >>>> glEnable (GL_POLYGON_SMOOTH); >>>> glDisable (GL_DEPTH_TEST); >>>> >>>> >>>> >>>> here's the message i'm sending to jit.gl.sketch (i'm using ortho >>>> projection) >>>> >>>> reset, glmatrixmode projection, glloadidentity, >>>> glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, >>>> glloadidentity, >>>> glcullface 2, glenable cull_face, glblendfunc 10 >>>> 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable >>>> polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., >>>> dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., >>>> glvertex 91 >>>> 135, gltexcoord 1. 1., glvertex 339 154, >>>> gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 >>>> 367, >>>> glend, glpopmatrix, >>>> >>>> am i using the wrong clear function? the red book recommentds >>>> color_buffer_bit, but it's not clear how to access it. >>>> >>>> thanks, >>>> >>>> jeremy >>>> _______________________________________________ >>>> jitter mailing list >>>> jitter@cycling74.com >>>> http://www.cycling74.com/mailman/listinfo/jitter >>>> >>> _______________________________________________ >>> jitter mailing list >>> jitter@cycling74.com >>> http://www.cycling74.com/mailman/listinfo/jitter >>> >> >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter >> > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wesley.hoke at gmail.com Sat Nov 3 22:25:04 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Sat Nov 3 22:25:06 2007 Subject: [jitter] polygon smoothing with jit.gl.sketch In-Reply-To: <0D700236-9042-49B0-9211-EC83623871F9@mantissa.ca> References: <18AFD544-76E2-4F0D-89AA-D973CA8CB990@mantissa.ca> <1079b050711031700h28186063ie9a960af8c91cffe@mail.gmail.com> <2CA1FDBE-D6A6-4D36-8D28-87637C63FF1D@mantissa.ca> <1079b050711032037t3f737d30ke4bdb0cec3be464b@mail.gmail.com> <0D700236-9042-49B0-9211-EC83623871F9@mantissa.ca> Message-ID: <1079b050711032125l22e2047ao49d7764e15bfe1b8@mail.gmail.com> BTW, If FSAA doesn't pan out for whatever reason, you can do it yourself by rendering to a texture and applying a smoothing convolution shader as a slab before texture a fullscreen videoplane with the result. wes On 11/3/07, Jeremy Rotsztain wrote: > > i'm just rendering a texture on a skewed plane. > ah, it just occurred to me that fsaa is supported by jit.window. thanks! > i wish i'd realized this 5 hours ago! > > jeremy > > On Nov 3, 2007, at 11:37 PM, Wesley Smith wrote: > > > What are you trying to do? Polygon smoothing has polygon ordering > > issues and is thus not a good solution for drawing antialiased > > polygons. Have you tried fsaa? > > wes > > > > On 11/3/07, Jeremy Rotsztain wrote: > >> > >> thanks wes, how would this be supported in jitter? with shaders? > >> > >> jeremy > >> > >> On Nov 3, 2007, at 8:00 PM, Wesley Smith wrote: > >> > >>> polygon smoothing doesn't work on OSX in general. If you want > >>> antialiasing on geometry you have to use fsaa. > >>> > >>> wes > >>> > >>> On 11/3/07, Jeremy Rotsztain wrote: > >>>> > >>>> has anybody figured out how to enable polygon smoothing? > >>>> > >>>> i'm trying to implement the following code (from the red book, > >>>> http:// > >>>> www.glprogramming.com/red/chapter06.html#name2). > >>>> > >>>> glCullFace (GL_BACK); > >>>> glEnable (GL_CULL_FACE); > >>>> glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); > >>>> glClearColor (0.0, 0.0, 0.0, 0.0); > >>>> > >>>> glClear (GL_COLOR_BUFFER_BIT); > >>>> glEnable (GL_BLEND); > >>>> glEnable (GL_POLYGON_SMOOTH); > >>>> glDisable (GL_DEPTH_TEST); > >>>> > >>>> > >>>> > >>>> here's the message i'm sending to jit.gl.sketch (i'm using ortho > >>>> projection) > >>>> > >>>> reset, glmatrixmode projection, glloadidentity, > >>>> glortho 0. 640. 480. 0. -5. 5., glmatrixmode modelview, > >>>> glloadidentity, > >>>> glcullface 2, glenable cull_face, glblendfunc 10 > >>>> 1, glclearcolor 0. 0. 0. 0., glclear, glenable blend, glenable > >>>> polygon_smooth, gldisable depth_test, glcolor 1. 1. 1. 1., > >>>> dim 200 200, glpushmatrix, glbegin quads, gltexcoord 0. 1., > >>>> glvertex 91 > >>>> 135, gltexcoord 1. 1., glvertex 339 154, > >>>> gltexcoord 1. 0., glvertex 335 380, gltexcoord 0. 0., glvertex 75 > >>>> 367, > >>>> glend, glpopmatrix, > >>>> > >>>> am i using the wrong clear function? the red book recommentds > >>>> color_buffer_bit, but it's not clear how to access it. > >>>> > >>>> thanks, > >>>> > >>>> jeremy > >>>> _______________________________________________ > >>>> jitter mailing list > >>>> jitter@cycling74.com > >>>> http://www.cycling74.com/mailman/listinfo/jitter > >>>> > >>> _______________________________________________ > >>> jitter mailing list > >>> jitter@cycling74.com > >>> http://www.cycling74.com/mailman/listinfo/jitter > >>> > >> > >> _______________________________________________ > >> jitter mailing list > >> jitter@cycling74.com > >> http://www.cycling74.com/mailman/listinfo/jitter > >> > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From williamshome at gmail.com Sun Nov 4 02:18:19 2007 From: williamshome at gmail.com (williamshome) Date: Sun Nov 4 02:18:20 2007 Subject: [jitter] Re: Efficient way to display a mix of video, image and 3D In-Reply-To: Message-ID: <1d49f.472d8e5b@www.cycling74.com> Thanks joshua, your example is nice and neat. While, I am not sure what vade means in "migrating to slab processing with that is easier". I wish so much to accelerate what I am doing in GPU, but doesn't seems to work. Thanks all ppl. ^_^ From ondinecomposer2 at hotmail.com Sun Nov 4 08:52:18 2007 From: ondinecomposer2 at hotmail.com (Cheng Chien-Wen) Date: Sun Nov 4 08:52:20 2007 Subject: [jitter] routing quicktime sound into MSP ? Message-ID: <1d4b5.472deaaf@www.cycling74.com> As the manual says, Spigot~ does not work in quicktime 7. Then how can I route the audio signal out of jit.qt.movie ? Or is there no way to do it with quicktime 7 ? Thanks. From zseldess at hotmail.com Sun Nov 4 09:46:21 2007 From: zseldess at hotmail.com (Zachary Seldess) Date: Sun Nov 4 09:46:24 2007 Subject: [jitter] Re: routing quicktime sound into MSP ? In-Reply-To: <1d4b5.472deaaf@www.cycling74.com> Message-ID: <1d4b7.472df75d@www.cycling74.com> If you're on a mac and using jitter 1.6.3, there's an incremental update that fixes spigot~: http://www.cycling74.com/twiki/bin/view/IncrementalDownloads/WebHome#Jitter_Updates_since_Jitter_1_6 -- http://www.zacharyseldess.com From mattijs at smadsteck.nl Sun Nov 4 10:14:52 2007 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Sun Nov 4 10:14:54 2007 Subject: [jitter] Re: routing quicktime sound into MSP ? In-Reply-To: <1d4b7.472df75d@www.cycling74.com> Message-ID: <1d4b9.472dfe0c@www.cycling74.com> You can also import your movie into buffer~ with the import message (see buffer~ help file) Mattijs -- SmadSteck - http://www.smadsteck.nl Hard- and software for interactive audiovisual sampling From dan at danwinckler.com Sun Nov 4 11:52:15 2007 From: dan at danwinckler.com (=?utf-8?B?RGFuIFdpbmNrbGVy?=) Date: Sun Nov 4 11:53:12 2007 Subject: [jitter] Re: Efficient way to display a mix of video, image and 3D Message-ID: <2044953943-1194202384-cardhu_decombobulator_blackberry.rim.net-1566855401-@bxe004.bisx.prod.on.blackberry> Have a look at the patches in jitter-examples/render/slab/. They ought to give you some idea of how to integrate your slab processing into your patches. best, dan From lists at asquare.org Sun Nov 4 14:00:46 2007 From: lists at asquare.org (Garrett Lynch) Date: Sun Nov 4 14:00:48 2007 Subject: [jitter] opengl problems Message-ID: <1d4c5.472e32fc@www.cycling74.com> hello attempting to do something with opengl and having a few issues. My patch (below) will not display my primative shapes when i lauch the patch unless I click on reset first, can't understand why? Second problem is I can't figure out how to move shapes, do I use moveto x y z? and where? It works for simple shapes but can't seem to get it to work with the gl shapes. Any help much appreciated. a+ gar max v2; #N vpatcher 434 84 1435 844; #P origin 15 -56; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 243 449 48 196617 loadbang; #P message 154 200 308 196617 glcolor 0. 1. 0. 0.5 \, glblendfunc 1 7 \, moveto 0. 0. -0.6 \, circle 1.2; #P message 164 168 221 196617 glcolor 1. 0. 0. 1. \, moveto 0. 0. -0.5 \, circle 1.; #P message 50 445 32 196617 reset; #P newex 50 465 159 196617 jit.gl.handle visualiser @radius 1; #P message 32 52 14 196617 1; #P newex 528 57 48 196617 loadbang; #P newex 591 35 280 196617 jit.window visualiser @depthbuffer 1 @rect 10 50 660 530; #P newex 528 101 43 196617 jit.qball; #P newex 528 80 55 196617 metro 20; #P newex 528 122 55 196617 t b erase b; #N vpatcher 273 403 598 811; #P origin -17 -10; #P button 115 26 15 0; #P window setfont "Sans Serif" 9.; #P window linecount 0; #P newex 115 47 45 196617 loadbang; #P comment 72 26 42 196617 Trigger; #P window linecount 2; #P comment 118 334 62 196617 Erase_color to jit.render; 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#P window setfont "Sans Serif" 9.; #P window linecount 1; #P message 234 480 34 196617 reset; #P window linecount 2; #P newex 144 512 258 196617 jit.gl.sketch visualiser @blend_enable 1 @depth_enable 1 @smooth_shading 1 @lighting_enable 0; #B color 5; #P connect 10 0 4 0; #P connect 22 0 10 0; #P connect 4 0 3 0; #P connect 24 0 23 0; #P connect 3 0 2 0; #P connect 10 0 5 0; #P connect 5 0 3 1; #P connect 6 0 3 2; #P connect 7 0 3 3; #P connect 23 0 0 0; #P connect 1 0 0 0; #P connect 26 0 0 0; #P connect 2 0 0 0; #P connect 8 0 3 4; #P connect 9 1 3 5; #P connect 11 0 8 0; #P connect 12 0 11 0; #P connect 13 0 12 0; #P connect 27 0 1 0; #P connect 14 0 12 1; #P connect 21 0 18 0; #P connect 18 0 19 0; #P connect 19 0 17 0; #P connect 16 0 15 0; #P connect 17 1 15 0; #P connect 17 0 15 0; #P pop; From neurovous at yahoo.com Sun Nov 4 18:00:29 2007 From: neurovous at yahoo.com (Tyler Nitsch) Date: Sun Nov 4 18:00:50 2007 Subject: [jitter] Texture 3D buffer to videoplane Message-ID: <1d4d6.472e6b2d@www.cycling74.com> Hello all, Im trying to store video data into a 3D buffer using jit.gl.texture so that the third dimension of the texture corresponds to a specific frame of the video. If this is possible two questions. How do you map a specific video frame to the third dimension of a the 3D texture? How can you refer to this third dimension inorder to render the corresponding frame as a 2D texture using jit.gl.videoplane? I've created a solution that uses jit.matrixset but it is not that efficient. Anywho any help would greatly be appreciated. t From wesley.hoke at gmail.com Sun Nov 4 18:07:52 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Sun Nov 4 18:07:54 2007 Subject: [jitter] Texture 3D buffer to videoplane In-Reply-To: <1d4d6.472e6b2d@www.cycling74.com> References: <1d4d6.472e6b2d@www.cycling74.com> Message-ID: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> andrew b posted a patch in the recent past that used 3d textures and a shader to do some time warping stuff. Currently in Jitter it is not possible to modify a specific 2D slice of a 3D texture, so this is not a good strategy for streaming footage until that functionality is present as uploading all the data of a 3D texture can cause frame drops. For more see his patch which is under the email title "[sharingmakesmesleepy]time warp" wes On 11/4/07, Tyler Nitsch wrote: > > Hello all, > > Im trying to store video data into a 3D buffer using jit.gl.texture so that the third dimension of the texture corresponds to a specific frame of the video. If this is possible two questions. > > How do you map a specific video frame to the third dimension of a the 3D texture? > > How can you refer to this third dimension inorder to render the corresponding frame as a 2D texture using jit.gl.videoplane? > > I've created a solution that uses jit.matrixset but it is not that efficient. Anywho any help would greatly be appreciated. > > t > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From ssbothwell at ucdavis.edu Mon Nov 5 03:54:54 2007 From: ssbothwell at ucdavis.edu (Solomon Bothwell) Date: Mon Nov 5 03:54:55 2007 Subject: [jitter] Silly jit.gl.sketch problem Message-ID: <1d4f1.472ef67b@www.cycling74.com> Hi, I just started my first ever jitter project and I managed to run into trouble pretty quickly. (I think) I need to draw the contents of jit.gl.sketch into a jit.matrix so I can do further jitter processing such as jit.dimmap and jit.glue. In the jit.gl.sketch help file it says: The jit.gl.sketch object requires one argument: the name of a drawing context. A named drawing context is a named instance of a jit.window, jit.pwindow, or jit.matrix object that has an instance of the jit.gl.render object associated with it. This value may also be set via the OB3D drawto attribute. So I loaded up the jit.gl.sketch .help patch and added a jit.matrix and a jit.pwindow both named the same as the jit.gl.sketch argument. I can draw into the supplied jit.window totally fine but nothing shows up in the pwindow or the jit.matrix i created. I also tried changing the names of my pwindow and jit.matrix and using the drawto message sent to jit.gl.sketch and jit.gl.render with no success. Any idea what I'm doing wrong? From wugmump at speakeasy.org Mon Nov 5 07:09:04 2007 From: wugmump at speakeasy.org (joshua goldberg) Date: Mon Nov 5 07:09:08 2007 Subject: [jitter] Silly jit.gl.sketch problem In-Reply-To: <1d4f1.472ef67b@www.cycling74.com> References: <1d4f1.472ef67b@www.cycling74.com> Message-ID: if this is your first jitter project, consider using jit.lcd to make your original seed, not jit.gl.sketch. save the gl stuff for exercise two; you'll find jit.lcd a lot easier to use at first. j On Nov 5, 2007, at 5:54 AM, Solomon Bothwell wrote: > > Hi, > I just started my first ever jitter project and I managed to run > into trouble pretty quickly. (I think) I need to draw the contents > of jit.gl.sketch into a jit.matrix so I can do further jitter > processing such as jit.dimmap and jit.glue. In the jit.gl.sketch > help file it says: > > The jit.gl.sketch object requires one argument: the name of a > drawing context. A named drawing context is a named instance of a > jit.window, jit.pwindow, or jit.matrix object that has an instance > of the jit.gl.render object associated with it. This value may also > be set via the OB3D drawto attribute. > > So I loaded up the jit.gl.sketch .help patch and added a jit.matrix > and a jit.pwindow both named the same as the jit.gl.sketch argument. > I can draw into the supplied jit.window totally fine but nothing > shows up in the pwindow or the jit.matrix i created. I also tried > changing the names of my pwindow and jit.matrix and using the drawto > message sent to jit.gl.sketch and jit.gl.render with no success. > > Any idea what I'm doing wrong? > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From ssbothwell at ucdavis.edu Mon Nov 5 08:03:50 2007 From: ssbothwell at ucdavis.edu (Solomon Bothwell) Date: Mon Nov 5 08:03:52 2007 Subject: [jitter] Re: Silly jit.gl.sketch problem In-Reply-To: Message-ID: <1d507.472f30d4@www.cycling74.com> Well.. Step two involved figuring out how to do some things which I imagine would require openGL. I need to draw lines in 3d space which fade from tail to head as they get longer. I meant this is the first somewhat difficult jitter task I am attempting. I have been through all the tutorials and have made some simpler patches in the past. From wugmump at speakeasy.org Mon Nov 5 08:33:20 2007 From: wugmump at speakeasy.org (joshua goldberg) Date: Mon Nov 5 08:33:29 2007 Subject: [jitter] Re: Silly jit.gl.sketch problem In-Reply-To: <1d507.472f30d4@www.cycling74.com> References: <1d507.472f30d4@www.cycling74.com> Message-ID: try using the @capture [texturename] attribute with jit.gl.sketch. On Nov 5, 2007, at 10:03 AM, Solomon Bothwell wrote: > > Well.. > Step two involved figuring out how to do some things which I imagine > would require openGL. I need to draw lines in 3d space which fade > from tail to head as they get longer. > > I meant this is the first somewhat difficult jitter task I am > attempting. I have been through all the tutorials and have made some > simpler patches in the past. > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From neurovous at yahoo.com Mon Nov 5 08:49:29 2007 From: neurovous at yahoo.com (Tyler Nitsch) Date: Mon Nov 5 08:49:31 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> Message-ID: <1d50c.472f3b88@www.cycling74.com> Thanks.... I already checked out Andrews patch awhile ago must of forgot his comment on updating 3D textures. Very cool patch though! My work around for now involves creating a bank of textures t0, t1, t2..... and then making a circular buffer through indexing each texture and sending video content. I tried to use just one texture and changing the @name before assigning a new matrix but as soon as you change the name it seems the old texture '@name old' is no longer available. Is there someway of overriding this? From wesley.hoke at gmail.com Mon Nov 5 08:56:07 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Mon Nov 5 08:56:11 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <1d50c.472f3b88@www.cycling74.com> References: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> <1d50c.472f3b88@www.cycling74.com> Message-ID: <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> No. You have to keep all instances around. I beleive I posted a javascript that makes a circular buffer out of 2D textures. wes On 11/5/07, Tyler Nitsch wrote: > > Thanks.... I already checked out Andrews patch awhile ago must of forgot his comment on updating 3D textures. Very cool patch though! > > My work around for now involves creating a bank of textures t0, t1, t2..... and then making a circular buffer through indexing each texture and sending video content. > > I tried to use just one texture and changing the @name before assigning a new matrix but as soon as you change the name it seems the old texture '@name old' is no longer available. Is there someway of overriding this? > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wesley.hoke at gmail.com Mon Nov 5 09:25:28 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Mon Nov 5 09:25:32 2007 Subject: [jitter] Re: Silly jit.gl.sketch problem In-Reply-To: References: <1d507.472f30d4@www.cycling74.com> Message-ID: <1079b050711050825k56e2cefdk67a6a10d8ac4ae1c@mail.gmail.com> Alternatively, you could use jit.gl.mesh @draw_mode lines with the first column the head and the second the tail. In another matrix, setup your colors with appropriate fade values. wes On 11/5/07, joshua goldberg wrote: > try using the @capture [texturename] attribute with jit.gl.sketch. > > On Nov 5, 2007, at 10:03 AM, Solomon Bothwell wrote: > > > > > Well.. > > Step two involved figuring out how to do some things which I imagine > > would require openGL. I need to draw lines in 3d space which fade > > from tail to head as they get longer. > > > > I meant this is the first somewhat difficult jitter task I am > > attempting. I have been through all the tutorials and have made some > > simpler patches in the past. > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From doktorp at mac.com Mon Nov 5 10:09:36 2007 From: doktorp at mac.com (vade) Date: Mon Nov 5 10:09:47 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> References: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> <1d50c.472f3b88@www.cycling74.com> <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> Message-ID: Is there any way to add a slice to an existing 3D texture without uploading the whole 'cube'? This would afford huge speed gains. If I bind an empty 3D texture, can I use sampler3D, force the last 3D coord to be 'constant' for the frame and pop in a sampler2D/2dRect? Ive seen this technique before used outside of jitter, but I was under the impression (I believe I asked if 3D textures were supported, and thought the answer was no) that sampler3D is not supported? So one can have 3D textures, not 3D samplers in a shader? I somehow missed this thread until now as well. Awesome awesome patch. So, in short, can I bind a jit.gl.texture @dim 720 480 60 with a sampler3D within a jit.gl.shader / slab? I suppose I could have tried it in the time ive been writing this email. hah. Sorry. :) On Nov 5, 2007, at 10:56 AM, Wesley Smith wrote: > No. You have to keep all instances around. I beleive I posted a > javascript that makes a circular buffer out of 2D textures. > > wes > > On 11/5/07, Tyler Nitsch wrote: >> >> Thanks.... I already checked out Andrews patch awhile ago must of >> forgot his comment on updating 3D textures. Very cool patch though! >> >> My work around for now involves creating a bank of textures t0, t1, >> t2..... and then making a circular buffer through indexing each >> texture and sending video content. >> >> I tried to use just one texture and changing the @name before >> assigning a new matrix but as soon as you change the name it seems >> the old texture '@name old' is no longer available. Is there >> someway of overriding this? >> >> >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter >> > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From doktorp at mac.com Mon Nov 5 10:14:47 2007 From: doktorp at mac.com (vade) Date: Mon Nov 5 10:14:55 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> References: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> <1d50c.472f3b88@www.cycling74.com> <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> Message-ID: <86BD1DFF-9A89-4EE6-A42D-4D73CF54F753@mac.com> Nevermind. I somehow missed the shader in there that has sampler3D. I will shut up and rtfm, and report back when I have something cool working :P On Nov 5, 2007, at 10:56 AM, Wesley Smith wrote: > No. You have to keep all instances around. I beleive I posted a > javascript that makes a circular buffer out of 2D textures. > > wes > > On 11/5/07, Tyler Nitsch wrote: >> >> Thanks.... I already checked out Andrews patch awhile ago must of >> forgot his comment on updating 3D textures. Very cool patch though! >> >> My work around for now involves creating a bank of textures t0, t1, >> t2..... and then making a circular buffer through indexing each >> texture and sending video content. >> >> I tried to use just one texture and changing the @name before >> assigning a new matrix but as soon as you change the name it seems >> the old texture '@name old' is no longer available. Is there >> someway of overriding this? >> >> >> _______________________________________________ >> jitter mailing list >> jitter@cycling74.com >> http://www.cycling74.com/mailman/listinfo/jitter >> > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From jack at peacockvisualarts.co.uk Mon Nov 5 10:25:48 2007 From: jack at peacockvisualarts.co.uk (jack Keenan) Date: Mon Nov 5 10:25:50 2007 Subject: [jitter] Re: Re: Re: v001 Shaders Beta 2 In-Reply-To: <1d2ff.472719dc@www.cycling74.com> Message-ID: <1d522.472f521c@www.cycling74.com> Nobody????? All the other shaders work, its just the lomo one which won't has anybody else experienced problems with the lomo shader???? Cheers Jack From andrewb at cycling74.com Mon Nov 5 10:32:32 2007 From: andrewb at cycling74.com (andrew benson) Date: Mon Nov 5 10:32:29 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <86BD1DFF-9A89-4EE6-A42D-4D73CF54F753@mac.com> References: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> <1d50c.472f3b88@www.cycling74.com> <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> <86BD1DFF-9A89-4EE6-A42D-4D73CF54F753@mac.com> Message-ID: <472F53B0.50703@cycling74.com> FWIW, 3D texture management is one of the things rumored to be investigated for the next major Jitter upgrade, so if you can stand to wait... Otherwise, the patch I posted should serve as a good general guide for people wanted to work with 3D textures within a slab context in Jitter until there are better methods. For people just looking to do a circular buffer video-delay effects, this will be best accomplished using a scripting language such as JavaScript or Lua. I believe both Wes and myself have posted examples of this in the past. Best, Andrew B. vade wrote: > Nevermind. I somehow missed the shader in there that has sampler3D. I > will shut up and rtfm, and report back when I have something cool > working :P > From neurovous at yahoo.com Mon Nov 5 10:40:00 2007 From: neurovous at yahoo.com (Tyler Nitsch) Date: Mon Nov 5 10:40:01 2007 Subject: [jitter] Re: Re: Texture 3D buffer to videoplane In-Reply-To: <472F53B0.50703@cycling74.com> Message-ID: <1d529.472f5570@www.cycling74.com> Thanks Wes for the pointers... I dug up those javascript examples. This is some good motivation to start using javascript more often. ... especially for multiple renderings of similar objects! Andrew, when I'm completely versed in the current functionality of Jitter then maybe I'll become impatient waiting for the next release ;-). From doktorp at mac.com Mon Nov 5 10:44:58 2007 From: doktorp at mac.com (vade) Date: Mon Nov 5 10:45:08 2007 Subject: [jitter] Re: Texture 3D buffer to videoplane In-Reply-To: <472F53B0.50703@cycling74.com> References: <1079b050711041707k46ef7f48q2fcc75d6ff676698@mail.gmail.com> <1d50c.472f3b88@www.cycling74.com> <1079b050711050756h39b080bfy211d38edfc5e5ebf@mail.gmail.com> <86BD1DFF-9A89-4EE6-A42D-4D73CF54F753@mac.com> <472F53B0.50703@cycling74.com> Message-ID: <3D4F9032-FEEC-474D-9BAB-E48778043662@mac.com> Hi. Yeah i have a pretty decent javascript for a buffer of 2D textures, but im realizing now that I probably will have to delve into gl.lua to get 3D texture management so I can add slices to an existing 3D texture without re-uploading the whole texture. Oh, always something new to learn. :P Thanks, On Nov 5, 2007, at 12:32 PM, andrew benson wrote: > FWIW, 3D texture management is one of the things rumored to be > investigated for the next major Jitter upgrade, so if you can stand > to wait... > > Otherwise, the patch I posted should serve as a good general guide > for people wanted to work with 3D textures within a slab context in > Jitter until there are better methods. > > For people just looking to do a circular buffer video-delay effects, > this will be best accomplished using a scripting language such as > JavaScript or Lua. I believe both Wes and myself have posted > examples of this in the past. > y > Best, > Andrew B. > > > > vade wrote: >> Nevermind. I somehow missed the shader in there that has sampler3D. >> I will shut up and rtfm, and report back when I have something cool >> working :P > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From jaime.oliver2 at gmail.com Mon Nov 5 13:51:33 2007 From: jaime.oliver2 at gmail.com (Jaime Oliver) Date: Mon Nov 5 13:51:37 2007 Subject: [jitter] jit.brcosa source Message-ID: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> Hello, Is there a way of seeing the cource code for jit.brcosa?? or at least know what the algorithm is? specially for brightness... any pointers are welcome, J -- Jaime E Oliver LR joliverl@ucsd.edu www.realidadvisual.org/jaimeoliver www-crca.ucsd.edu/ www.realidadvisual.org 9168 Regents Rd. Apt. G La Jolla, CA 92037 USA From wesley.hoke at gmail.com Mon Nov 5 14:02:45 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Mon Nov 5 14:05:39 2007 Subject: [jitter] jit.brcosa source In-Reply-To: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> References: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> Message-ID: <1079b050711051302w2a78a22bw94404659a45d4b44@mail.gmail.com> check out the co.brcosa.jxs shader for ideas about how this might work. wes On 11/5/07, Jaime Oliver wrote: > Hello, > > Is there a way of seeing the cource code for jit.brcosa?? or at least > know what the algorithm is? specially for brightness... > > any pointers are welcome, > > J > > -- > Jaime E Oliver LR > > joliverl@ucsd.edu > www.realidadvisual.org/jaimeoliver > www-crca.ucsd.edu/ > www.realidadvisual.org > > 9168 Regents Rd. Apt. G > La Jolla, CA 92037 > USA > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From rene.wggb at gmx.de Mon Nov 5 16:02:59 2007 From: rene.wggb at gmx.de (René Liebert) Date: Mon Nov 5 16:03:02 2007 Subject: [jitter] Help: videoplane or matrix for composite? Message-ID: <1d54a.472fa123@www.cycling74.com> Hello, I am not very experienced working with jitter yet, so this may be an easy question to answer :) I need to have 3 or 4 movies in one window. I want to scale, move and crop each of it seperataly. For croping and compositing 3 movies, I tried with jit.matrix (like in tutorial 16). For the moving around and scaling part, I tried jit.gl.videoplane. My question: can I crop (define start and end dimension, without squeezing the picture however) in jit.gl.videoplane also? And: how do I get 3 or 4 movies together in one window using videoplane (is there something like "layer"?)? Whats the best way to achieve optimal performance? Thanks for help! From jaime.oliver2 at gmail.com Mon Nov 5 16:47:23 2007 From: jaime.oliver2 at gmail.com (Jaime Oliver) Date: Mon Nov 5 16:47:29 2007 Subject: [jitter] jit.brcosa source In-Reply-To: <1079b050711051302w2a78a22bw94404659a45d4b44@mail.gmail.com> References: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> <1079b050711051302w2a78a22bw94404659a45d4b44@mail.gmail.com> Message-ID: <616283880711051547o6d365925qdce63b68b1f502ec@mail.gmail.com> Hi Wesley, thanks for your answer, I found references to cc.brcosa.jxs shader, but can't find any code associated to it. do you have a link to it? best, Jaime On 11/5/07, Wesley Smith wrote: > check out the co.brcosa.jxs shader for ideas about how this might work. > > wes > > On 11/5/07, Jaime Oliver wrote: > > Hello, > > > > Is there a way of seeing the cource code for jit.brcosa?? or at least > > know what the algorithm is? specially for brightness... > > > > any pointers are welcome, > > > > J > > > > -- > > Jaime E Oliver LR > > > > joliverl@ucsd.edu > > www.realidadvisual.org/jaimeoliver > > www-crca.ucsd.edu/ > > www.realidadvisual.org > > > > 9168 Regents Rd. Apt. G > > La Jolla, CA 92037 > > USA > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > -- Jaime E Oliver LR joliverl@ucsd.edu www.realidadvisual.org/jaimeoliver www-crca.ucsd.edu/ www.realidadvisual.org 9168 Regents Rd. Apt. G La Jolla, CA 92037 USA From wesley.hoke at gmail.com Mon Nov 5 16:55:49 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Mon Nov 5 16:55:55 2007 Subject: [jitter] jit.brcosa source In-Reply-To: <616283880711051547o6d365925qdce63b68b1f502ec@mail.gmail.com> References: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> <1079b050711051302w2a78a22bw94404659a45d4b44@mail.gmail.com> <616283880711051547o6d365925qdce63b68b1f502ec@mail.gmail.com> Message-ID: <1079b050711051555u1b130494q99ff017953bd51d1@mail.gmail.com> basically, you just need to look at the fragment and can deduct what it would look like tin CPU source code: const vec3 LumCoeff = vec3 (0.2125, 0.7154, 0.0721); varying vec2 texcoord; uniform sampler2DRect image; uniform vec3 avgluma; uniform float saturation; uniform float contrast; uniform float brightness; uniform float alpha; void main (void) { vec3 texColor = texture2DRect(image, texcoord).rgb; vec3 intensity = vec3 (dot(texColor, LumCoeff)); vec3 color = mix(intensity, texColor, saturation); color = mix(avgluma, color, contrast); color *= brightness; gl_FragColor = vec4 (color, color.g*alpha); } wes On 11/5/07, Jaime Oliver wrote: > Hi Wesley, > > thanks for your answer, > > I found references to cc.brcosa.jxs shader, but can't find any code > associated to it. do you have a link to it? > > best, > > Jaime > > On 11/5/07, Wesley Smith wrote: > > check out the co.brcosa.jxs shader for ideas about how this might work. > > > > wes > > > > On 11/5/07, Jaime Oliver wrote: > > > Hello, > > > > > > Is there a way of seeing the cource code for jit.brcosa?? or at least > > > know what the algorithm is? specially for brightness... > > > > > > any pointers are welcome, > > > > > > J > > > > > > -- > > > Jaime E Oliver LR > > > > > > joliverl@ucsd.edu > > > www.realidadvisual.org/jaimeoliver > > > www-crca.ucsd.edu/ > > > www.realidadvisual.org > > > > > > 9168 Regents Rd. Apt. G > > > La Jolla, CA 92037 > > > USA > > > _______________________________________________ > > > jitter mailing list > > > jitter@cycling74.com > > > http://www.cycling74.com/mailman/listinfo/jitter > > > > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > > > -- > Jaime E Oliver LR > > joliverl@ucsd.edu > www.realidadvisual.org/jaimeoliver > www-crca.ucsd.edu/ > www.realidadvisual.org > > 9168 Regents Rd. Apt. G > La Jolla, CA 92037 > USA > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From jaime.oliver2 at gmail.com Mon Nov 5 17:04:21 2007 From: jaime.oliver2 at gmail.com (Jaime Oliver) Date: Mon Nov 5 17:05:29 2007 Subject: [jitter] jit.brcosa source In-Reply-To: <1079b050711051555u1b130494q99ff017953bd51d1@mail.gmail.com> References: <616283880711051251q3c81fdffp4d1b2db3d16ed728@mail.gmail.com> <1079b050711051302w2a78a22bw94404659a45d4b44@mail.gmail.com> <616283880711051547o6d365925qdce63b68b1f502ec@mail.gmail.com> <1079b050711051555u1b130494q99ff017953bd51d1@mail.gmail.com> Message-ID: <616283880711051604m41842931k863d29191f27d5a@mail.gmail.com> thanks, that was very helpful, J On 11/5/07, Wesley Smith wrote: > basically, you just need to look at the fragment and can deduct what > it would look like tin CPU source code: > > const vec3 LumCoeff = vec3 (0.2125, 0.7154, 0.0721); > > varying vec2 texcoord; > uniform sampler2DRect image; > > uniform vec3 avgluma; > uniform float saturation; > uniform float contrast; > uniform float brightness; > uniform float alpha; > > void main (void) > { > vec3 texColor = texture2DRect(image, texcoord).rgb; > vec3 intensity = vec3 (dot(texColor, LumCoeff)); > vec3 color = mix(intensity, texColor, saturation); > color = mix(avgluma, color, contrast); > color *= brightness; > gl_FragColor = vec4 (color, color.g*alpha); > } > > wes > > On 11/5/07, Jaime Oliver wrote: > > Hi Wesley, > > > > thanks for your answer, > > > > I found references to cc.brcosa.jxs shader, but can't find any code > > associated to it. do you have a link to it? > > > > best, > > > > Jaime > > > > On 11/5/07, Wesley Smith wrote: > > > check out the co.brcosa.jxs shader for ideas about how this might work. > > > > > > wes > > > > > > On 11/5/07, Jaime Oliver wrote: > > > > Hello, > > > > > > > > Is there a way of seeing the cource code for jit.brcosa?? or at least > > > > know what the algorithm is? specially for brightness... > > > > > > > > any pointers are welcome, > > > > > > > > J > > > > > > > > -- > > > > Jaime E Oliver LR > > > > > > > > joliverl@ucsd.edu > > > > www.realidadvisual.org/jaimeoliver > > > > www-crca.ucsd.edu/ > > > > www.realidadvisual.org > > > > > > > > 9168 Regents Rd. Apt. G > > > > La Jolla, CA 92037 > > > > USA > > > > _______________________________________________ > > > > jitter mailing list > > > > jitter@cycling74.com > > > > http://www.cycling74.com/mailman/listinfo/jitter > > > > > > > _______________________________________________ > > > jitter mailing list > > > jitter@cycling74.com > > > http://www.cycling74.com/mailman/listinfo/jitter > > > > > > > > > -- > > Jaime E Oliver LR > > > > joliverl@ucsd.edu > > www.realidadvisual.org/jaimeoliver > > www-crca.ucsd.edu/ > > www.realidadvisual.org > > > > 9168 Regents Rd. Apt. G > > La Jolla, CA 92037 > > USA > > _______________________________________________ > > jitter mailing list > > jitter@cycling74.com > > http://www.cycling74.com/mailman/listinfo/jitter > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > -- Jaime E Oliver LR joliverl@ucsd.edu www.realidadvisual.org/jaimeoliver www-crca.ucsd.edu/ www.realidadvisual.org 9168 Regents Rd. Apt. G La Jolla, CA 92037 USA From dan at danwinckler.com Mon Nov 5 19:03:43 2007 From: dan at danwinckler.com (Dan Winckler) Date: Mon Nov 5 19:03:50 2007 Subject: [jitter] Re: Re: Re: v001 Shaders Beta 2 In-Reply-To: <1d522.472f521c@www.cycling74.com> References: <1d522.472f521c@www.cycling74.com> Message-ID: <2917BBD9-9AF4-4A58-AA77-766CCF7ECFD9@danwinckler.com> Works for me. What graphics card do you have? On Nov 5, 2007, at 12:25 PM, jack Keenan wrote: > > Nobody????? All the other shaders work, its just the lomo one which > won't has anybody else experienced problems with the lomo shader???? > > Cheers > > Jack > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From ssbothwell at ucdavis.edu Mon Nov 5 19:37:28 2007 From: ssbothwell at ucdavis.edu (Solomon Bothwell) Date: Mon Nov 5 19:38:01 2007 Subject: [jitter] Re: Re: Silly jit.gl.sketch problem In-Reply-To: Message-ID: <1d553.472fd367@www.cycling74.com> See this is something that frustrates me about jitter. Theres no mention of that attribute in the gl group docs glsketch docs or the jitter tutorials. How am I supposed to understand what it does or how to use it? In the gl.render help file I can see a very clear example of how to write the contents of gl.render into a jit.matrix. Why doesn't this work if gl.render is rendering gl.sketch data? I know these problems are entirely based in my ignorance of the material but I find it very difficult to understand rendering and the documentation for jitter doesn't seem to cover everything. Its funny because I love the msp and max documentation, its the best docs I've ever seen for any application and I often recommend non-max users to read the MSP docs when they want to understand how basic synthesis techniques work. So could you explain why the grey boxed area of this patcher does not work? #P window setfont "Sans Serif" 9.; #P window linecount 1; #P message 19 513 59 196617 drawto foo; #P newex 143 491 135 196617 jit.matrix foo @dim 100 75; #P window setfont "Sans Serif" 18.; #P comment 16 10 110 196626 jit.gl.sketch; #P window setfont "Sans Serif" 9.; #P comment 16 35 85 196617 GL parallel to lcd; #P user panel 11 5 400 50; #X brgb 255 255 255; #X frgb 0 0 0; #X border 0; #X rounded 0; #X shadow 0; #X done; #P message 647 701 35 196617 jit.lcd; #P message 583 701 63 196617 jit.gl.text3d; #P message 519 701 63 196617 jit.gl.text2d; #P message 455 701 63 196617 jit.gl.render; #P message 399 701 55 196617 jit.gl.plato; #P message 340 701 58 196617 jit.gl.nurbs; #P message 280 701 59 196617 jit.gl.model; #P message 218 701 61 196617 jit.gl.handle; #P message 142 701 75 196617 jit.gl.gridshape; #P hidden newex 13 747 104 196617 bgcolor 255 230 230; #P comment 142 687 48 196617 see also:; #P hidden newex 582 723 64 196617 prepend help; #P hidden newex 582 744 45 196617 pcontrol; #P hidden newex 13 726 103 196617 jit.obref jit.gl.sketch; #P button 13 701 15 0; #P comment 29 703 112 196617 • view html reference.; #P newex 164 369 89 196617 route attributes; #P newex 164 389 50 196617 iter; #P message 739 540 75 196617 getattributes; #P window linecount 9; #P comment 739 428 185 196617 many attributes like color \, line_width \, rotate \, scale \, etc. are not drawing commands \, but instead global values which may affect the entire command list. use the gl command equivalents when a drawing command is what you're really looking for. if you can't tell which is an attribute \, try clicking "getattributes" below.; #P window setfont "Sans Serif" 18.; #P window linecount 1; #P comment 740 399 162 196626 ob3d attributes; #P window setfont "Sans Serif" 9.; #P flonum 77 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 77 287 51 196617 radius \$1; #P newex 77 306 78 196617 jit.gl.handle foo; #P toggle 661 623 15 0; #P message 661 646 80 196617 blend_enable \$1; #P message 256 165 65 196617 line 0 0 -0.1; #P message 256 147 65 196617 line 0 -0.1 0; #P message 256 129 65 196617 line -0.1 0 0; #P message 292 454 105 196617 shapeprim quad_Strip; #P toggle 206 427 15 0; #P message 206 450 70 196617 displaylist \$1; #P window setfont "Sans Serif" 18.; #P comment 503 111 162 196626 simple commands; #P comment 503 261 162 196626 shape commands; #P comment 502 401 162 196626 shape attributes; #P window setfont "Sans Serif" 9.; #P window linecount 4; #P comment 16 68 174 196617 jit.gl.sketch records a list of 3-D drawing commands. these commands range from simple turtle graphics to the majority of the OpenGL API; #P window setfont "Sans Serif" 18.; #P window linecount 1; #N vpatcher 213 499 658 688; #P origin 60 40; #P window setfont "Sans Serif" 9.; #P hidden newex 234 136 104 196617 bgcolor 255 230 230; #P window setfont "Sans Serif" 18.; #P comment 220 25 189 196626 cmdlist commands; #P window setfont "Sans Serif" 9.; #P message 65 29 32 196617 reset; #P comment 220 54 194 196617 cmd_delete \; cmd_enable \; cmd_insert \; cmd_replace \; getcmdlist \; reset \;; #P toggle 95 101 15 0; #P message 95 119 109 196617 cmd_enable glcolor \$1; #P toggle 8 101 15 0; #P message 77 65 93 196617 cmd_delete glcolor; #P newex 8 142 51 196617 s sketchy; #P message 8 83 169 196617 cmd_replace 0 moveto 0.2 0.6 -0.7; #P message 8 119 84 196617 cmd_enable 0 \$1; #P message 8 65 67 196617 cmd_delete 0; #P message 8 47 140 196617 cmd_insert 0 glcolor 1 0 0 1; #P message 8 29 55 196617 getcmdlist; #P connect 7 0 3 0; #P hidden connect 11 0 5 0; #P hidden connect 0 0 5 0; #P hidden connect 1 0 5 0; #P hidden connect 2 0 5 0; #P hidden connect 3 0 5 0; #P hidden connect 4 0 5 0; #P hidden connect 6 0 5 0; #P hidden connect 8 0 5 0; #P connect 9 0 8 0; #P pop; #P newobj 502 472 194 196626 p cmdlist_commands; #P window setfont "Sans Serif" 9.; #P message 378 435 78 196617 shapeprim lines; #P message 292 435 84 196617 shapeprim points; #P message 363 417 90 196617 shapeslice 100 50; #P message 292 417 69 196617 shapeslice 10; #P message 406 399 93 196617 shapeorient 0 90 0; #P message 292 399 111 196617 shapeorient 25 35 180; #P window linecount 3; #P comment 502 430 174 196617 shapeorient \; shapeslice \; shapeprim \;; #P window setfont "Sans Serif" 18.; #P window linecount 1; #N vpatcher 109 465 889 729; #P origin 49 40; #P window setfont "Sans Serif" 9.; #P hidden newex 12 210 104 196617 bgcolor 255 230 230; #P newex 578 117 156 196617 jit.gl.gridshape nowhere @name squeamish @shape torus; #P message 579 154 155 196617 glcolor 1 0 0 \, glscale 0.2 0.2 0.2 \, drawobject squeamish 1 \, glrotate 90 0 1 0 \, glcolor 0 1 0 \, drawobject squeamish 1; #P newex 466 65 84 196617 prepend shape; #P user umenu 466 42 85 196647 1 64 58 1; #X add sphere; #X add cylinder; #X add opencylinder; #X add torus; #X add circle; #X add cube; #X add opencube; #X add plane; #P newex 466 164 82 196617 jit.matrix blotto; #P newex 466 88 255 196617 jit.gl.gridshape nowhere @shape cube @matrixoutput 1; #P window setfont "Sans Serif" 18.; #P comment 53 18 162 196626 object commands; #P button 10 120 15 0; #P window setfont "Sans Serif" 9.; #P newex 10 153 127 196617 jit.noise 12 float32 10 10 @out_name blitto; #P message 190 152 132 196617 drawmatrix blitto tri_strip; #P newex 190 228 51 196617 s sketchy; #P comment 54 47 402 196617 drawobject \; drawmatrix \; dimorient <0/1> (affects drawmatrix command. initial state is 0); #P message 203 192 373 196617 reset \, drawmatrix blotto line_strip \, dimorient 1 \, drawmatrix blotto line_strip; #P button 410 110 15 0; #P comment 177 86 185 196617 texflag: 0=use \, 1=ignore \, 2=auto \; normalflag: 0=use \, 1=ignore \, 2=auto \; colorflag: 0=use \, 1=ignore \; edgeflag: 0=use \, 1=ignore; #P connect 7 0 6 0; #P fasten 7 0 5 0 15 143 195 143; #P fasten 13 0 4 0 584 223 195 223; #P fasten 2 0 4 0 208 221 195 221; #P connect 5 0 4 0; #P fasten 1 0 2 0 415 184 208 184; #P fasten 11 1 12 0 546 62 471 62; #P fasten 1 0 9 0 415 144 461 144 461 85 471 85; #P connect 12 0 9 0; #P connect 9 0 10 0; #P pop; #P newobj 502 538 187 196626 p object_commands; #P window setfont "Sans Serif" 9.; #P message 330 117 169 196617 linesegment 0.1 0.2 0.3 0.4 0.5 0.6; #P newex 17 548 73 196617 r render_baby; #P window setfont "Sans Serif" 18.; #N vpatcher 341 288 679 515; #P origin 49 40; #P window setfont "Sans Serif" 9.; #P hidden newex 167 139 104 196617 bgcolor 255 230 230; #P message 246 82 72 196617 texture movie; #P newex 16 190 73 196617 s render_baby; #P message 205 45 42 196617 rate \$1; #P flonum 205 25 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 16 139 144 196617 prepend texture movie; #P newex 16 105 215 196617 jit.matrix 4 char 256 256 @planemap 1 1 2 3; #P message 79 45 28 196617 read; #P message 149 45 27 196617 stop; #P message 115 45 31 196617 start; #P toggle 16 24 15 0; #P newex 16 44 55 196617 metro 20; #P newex 16 80 103 196617 jit.qt.movie 320 240; #P comment 33 25 158 196617 • read a movie and turn metro on; #P newex 246 104 51 196617 s sketchy; #P connect 4 0 3 0; #P fasten 11 0 2 0 210 71 21 71; #P fasten 5 0 2 0 120 71 21 71; #P fasten 6 0 2 0 154 71 21 71; #P fasten 7 0 2 0 84 71 21 71; #P fasten 3 0 2 0 21 71 21 71; #P connect 2 0 8 0; #P fasten 8 0 9 0 21 130 21 130; #P connect 9 0 12 0; #P connect 10 0 11 0; #P connect 13 0 0 0; #P pop; #P newobj 502 572 155 196626 p movie_texture; #P user jit.fpsgui 49 391 60 196626 0; #P window setfont "Sans Serif" 9.; #P message 344 363 64 196617 cube 0.2 0.6; #P message 340 381 82 196617 cube 0.3 0.4 0.5; #P message 363 345 98 196617 torus 0.4 0.2 0 180; #P message 374 273 121 196617 framecircle 0.3 140 270; #P window setfont "Sans Serif" 18.; #N vpatcher 332 90 1085 787; #P origin 49 39; #P window setfont "Sans Serif" 9.; #P hidden newex 354 659 104 196617 bgcolor 255 230 230; #P message 542 29 28 196617 read; #P message 618 105 104 196617 gldisable depth_test \, gldrawpixels xfer \, glenable depth_test; #P button 523 29 15 0; #P newex 523 50 91 196617 jit.qt.movie 80 60; #P message 619 159 85 196617 glreadpixels xfer; #P button 633 48 15 0; #P user jit.pwindow 522 105 82 62 0 1 0 0 1 0; #P newex 523 75 138 196617 jit.matrix xfer 4 char 80 60; #P window setfont "Sans Serif" 18.; #P comment 61 602 218 196626 glu wrapper; #P comment 380 193 103 196626 gl wrapper; #P window setfont "Sans Serif" 9.; #P comment 61 629 218 196617 glulookat \; gluortho2d \; gluperspective \;; #N vpatcher 318 48 1063 814; #P origin 0 30; #P window setfont "Sans Serif" 18.; #P comment 581 425 137 196626 texgen mode; #P window setfont "Sans Serif" 9.; #P comment 581 453 119 196617 object_linear \; sphere_map \; eye_linear; #P comment 437 306 119 196617 modulate \; decal \; blend \; replace; #P window setfont "Sans Serif" 18.; #P comment 437 278 142 196626 texenv mode; #P window setfont "Sans Serif" 9.; #P hidden newex 408 712 104 196617 bgcolor 255 230 230; #P comment 439 652 119 196617 nearest \; linear \; clamp \; repeat; #P window setfont "Sans Serif" 18.; #P comment 438 624 218 196626 texparameter pvalue; #P window setfont "Sans Serif" 9.; #P comment 438 553 119 196617 mag_filter \; min_filter \; wrap_s \; wrap_t \; border_color; #P window setfont "Sans Serif" 18.; #P comment 438 525 218 196626 texparameter pname; #P window setfont "Sans Serif" 9.; #P comment 438 481 119 196617 texture_gen_mode \; object_plane \; eye_plane; #P window setfont "Sans Serif" 18.; #P comment 438 453 137 196626 texgen pname; #P window setfont "Sans Serif" 9.; #P comment 438 394 119 196617 s \; t \; r \; q; #P window setfont "Sans Serif" 18.; #P comment 438 365 125 196626 texgen coord; #P window setfont "Sans Serif" 9.; #P comment 437 246 119 196617 mode \; color; #P window setfont "Sans Serif" 18.; #P comment 437 218 119 196626 texenv; #P window setfont "Sans Serif" 9.; #P comment 437 187 119 196617 flat \; smooth; #P window setfont "Sans Serif" 18.; #P comment 437 159 119 196626 shademodel; #P window setfont "Sans Serif" 9.; #P comment 437 51 120 196617 red_scale \; red_bias \; green_scale \; green_bias \; blue_scale \; blue_bias \; alpha_scale \; alpha_bias; #P window setfont "Sans Serif" 18.; #P comment 437 23 119 196626 pixeltransfer; #P window setfont "Sans Serif" 9.; #P comment 290 687 106 196617 fill 0 \; line 1 \; point 2; #P window setfont "Sans Serif" 18.; #P comment 290 659 133 196626 polygonmode; #P window setfont "Sans Serif" 9.; #P comment 290 614 106 196617 modelview \; projection \; texture; #P window setfont "Sans Serif" 18.; #P comment 290 586 133 196626 matrixmode; #P window setfont "Sans Serif" 9.; #P comment 290 122 120 196617 ambient \; diffuse \; specular \; position \; spot_cutoff \; spot_direction \; spot_exponent \; linear_attenuation \; quadratic_attenuation; #P window setfont "Sans Serif" 18.; #P comment 290 94 119 196626 lightparam; #P window setfont "Sans Serif" 9.; #P comment 290 50 120 196617 ambient \; local_viewer \; two_side; #P window setfont "Sans Serif" 18.; #P comment 290 22 119 196626 lightmodel; #P window setfont "Sans Serif" 9.; #P comment 167 640 116 196617 perspective_correction \; point_smooth \; line_smooth \; polygon_smooth \; fog; #P window setfont "Sans Serif" 18.; #P comment 167 612 117 196626 hint target; #P window setfont "Sans Serif" 9.; #P comment 30 673 101 196617 dont_care \; nicest \; fastest; #P window setfont "Sans Serif" 18.; #P comment 30 645 100 196626 hint mode; #P window setfont "Sans Serif" 9.; #P comment 30 600 101 196617 linear \; exp \; exp2; #P window setfont "Sans Serif" 18.; #P comment 30 572 100 196626 fog; #P window setfont "Sans Serif" 9.; #P comment 167 74 106 196617 fog \; lighting \; texture \; line_stipple \; polygon_stipple \; cull_face \; alpha_test \; blend \; index_logic_op \; color_logic_op \; dither \; stencil_test \; depth_test \; clip_plane0 \; clip_plane1 \; clip_plane2 \; clip_plane3 \; clip_plane4 \; clip_plane5 \; light0 \; light1 \; light2 \; light3 \; light4 \; light5 \; light6 \; light7 \; texture_gen_s \; texture_gen_t \; texture_gen_r \; texture_gen_q \; point_smooth \; line_smooth \; polygon_smooth \; scissor_test \; color_material \; normalize \; auto_normal \; polygon_offset_point \; polygon_offset_line \; polygon_offset_fill; #P window setfont "Sans Serif" 18.; #P comment 166 22 100 196626 enable/ disable; #P window setfont "Sans Serif" 9.; #P comment 290 501 106 196617 ambient \; diffuse \; specular \; emission \; ambient_and_diffuse \; shininess; #P window setfont "Sans Serif" 18.; #P comment 290 473 137 196626 materialparam; #P window setfont "Sans Serif" 9.; #P comment 290 272 101 196617 clear \; and \; and_inverse \; copy \; noop \; xor \; or \; nor \; equiv \; invert \; or_reverse \; copy_inverted \; or_inverted \; nand \; set; #P window setfont "Sans Serif" 18.; #P comment 290 244 100 196626 logicop; #P window setfont "Sans Serif" 9.; #P comment 30 502 124 196617 ambient \; diffuse \; specular \; emission \; ambient_and_diffuse; #P window setfont "Sans Serif" 18.; #P comment 30 474 136 196626 colormaterial; #P window setfont "Sans Serif" 9.; #P comment 30 416 131 196617 front 1 \; back 2 (cullface default) \; front_and_back 3 (all others default); #P window setfont "Sans Serif" 18.; #P comment 30 388 100 196626 face; #P comment 30 211 122 196626 blendfunc; #P comment 30 22 107 196626 draw prims; #P window setfont "Sans Serif" 9.; #P comment 30 50 67 196617 lines \; line_loop \; line_strip \; points \; polygon \; quads \; quad_grid \; quad_strip \; triangles \; tri_grid \; tri_fan \; tri_strip; #P comment 30 240 131 196617 zero 0 \; one 1 \; dst_color 2 \; src_color 3 \; one_minus_dst_color 4 \; one_minus_src_color 5 \; src_alpha 6 \; one_minus_src_alpha 7 \; dst_alpha 8 \; one_minus_dst_alpha 9 \; src_alpha_saturate 10; #P pop; #P newobj 490 198 119 196617 p gl_symbolic_constants; #P comment 353 221 345 196617 gllogicop \; glmaterial \; glmatrixmode \; glmultmatrix \; glnormal \; glortho \; glpixeltransfer \; glpixelzoom \; glpointsize \; glpolygonmode \; glpolygonoffset \; glpopattrib \; glpopmatrix \; glpushattrib \; glpushmatrix \; glrasterpos \; glreadpixels \; glrect \; glrotate \; glscale \; glscissor \; glshademodel \; gltexcoord \; gltexenv ( ) \; gltexgen ( ) \; gltexparameter ( ) \; gltranslate \; glvertex \; glviewport ; #P message 7 24 109 196617 reset \, glpointsize 4 \, shapeprim points \, glcolor 1 0 0 \, torus 1. 0.3; #P message 141 101 92 196617 glenable lighting \, glenable light0 \, glenable normalize; #P message 357 23 159 196617 reset \, glenable texture \, glbindtexture grid \, cylinder 1. 0.5 \, glenable polygon_offset_fill \, glpolygonoffset 1. -100. \, glcolor 1 0 0 0 \, gldisable texture \, sphere 0.3 \, glpolygonoffset 1. -200. \, glcolor 0 0 0 \, glenable polygon_offset_line \, glpolygonmode front_and_back line \, circle 0.3 \, gldisable polygon_offset_fill \, gldisable polygon_offset_line \,; #P message 20 97 103 196617 glbegin line_loop \, glvertex 0 0.5 0.5 \, glvertex 0.5 0 0.2 \, glvertex 0.1 0.5 0.5 \, glend; #P message 129 26 75 196617 glbegin points \, glvertex 0 2 0 \, glvertex 1 2 0 \, glvertex 1 0 1 \, glend; #P newex 7 229 51 196617 s sketchy; #P message 240 22 114 196617 reset \, glenable cull_face \, glcullface back \, shapeslices 50 20 \, glcolor 0.4 0.4 0 \, cylinder 0.05 0.05 0.5 \, moveto 0 0 -0.5 \, shapeorient 180 0 0 \, circle 0.1 \, glcolor 0.3 0.2 1 \, moveto 0 0 0.5 \, circle 0.2 \, moveto 0 0 0.75 \, shapeorient 0 0 0 \, cylinder 0 0.2 0.25; #P comment 62 221 290 196617 glbegin \; glbindtexture \; glblendfunc \; glclear \; glclearcolor \; glcleardepth \; glclipplane \; glcolor () \; glcolormask \; glcolormaterial \; glcullface \; gldepthmask <0/1> \; gldepthrange \; gldisable \; gldrawpixels (src ) \; gledgeflag <0/1> \; glenable \; glend \; glfinish \; glflush \; glfog \; glfrustum \; glhint \; gllight \; gllightmodel \; gllinestipple \; gllinewidth \; glloadidentity \; glloadmatrix ; #P comment 352 611 333 196617 SUBJECT TO CHANGE: glDrawPixels \, glReadpixels; #P fasten 17 0 3 0 624 189 12 189; #P fasten 8 0 3 0 12 152 12 152; #P fasten 5 0 3 0 25 199 12 199; #P fasten 4 0 3 0 134 199 12 199; #P fasten 7 0 3 0 146 199 12 199; #P fasten 2 0 3 0 245 199 12 199; #P fasten 6 0 3 0 362 199 12 199; #P fasten 20 0 3 0 623 149 614 149 614 189 12 189; #P connect 19 0 18 0; #P fasten 21 0 18 0 547 48 528 48; #P fasten 16 0 14 0 638 70 528 70; #P connect 18 0 14 0; #P connect 14 0 15 0; #P pop; #P newobj 502 505 146 196626 p gl_commands; #P window setfont "Sans Serif" 9.; #P newex 292 484 51 196617 s sketchy; #P message 358 327 95 196617 cylinder 0 0.6 0.25; #P newex 172 290 51 196617 r sketchy; #P message 292 381 45 196617 cube 0.2; #P message 292 363 49 196617 plane 0.5; #P message 292 327 63 196617 cylinder 0.4; #P message 292 345 68 196617 torus 0.3 0.1; #P message 193 165 60 196617 line 0 0 0.1; #P message 193 147 60 196617 line 0 0.1 0; #P message 347 255 88 196617 circle 0.4 45 135; #P message 350 309 104 196617 sphere 0.7 0 90 0 90; #P newex 412 678 51 196617 s sketchy; #P number 363 623 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 363 646 64 196617 cull_face \$1; #P message 356 599 63 196617 texture grid; #P message 356 581 51 196617 texture 0; #P message 48 615 91 196617 texture grid 64 64; #P message 292 273 79 196617 framecircle 0.2; #P message 40 594 78 196617 camera 8 8 8; #P message 193 93 88 196617 move 0.1 0.1 0.1; #P message 193 111 95 196617 moveto -0.2 -0.3 0; #P newex 243 415 40 196617 print; #P message 370 291 100 196617 frameellipse 0.7 0.3; #P message 292 291 73 196617 ellipse 0.1 0.4; #P message 292 255 52 196617 circle 0.1; #P message 27 574 78 196617 camera 2 2 2; #P message 172 646 69 196617 line_width \$1; #P flonum 172 623 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 193 219 75 196617 glcolor 0. 0. 1.; #P message 193 201 75 196617 glcolor 0. 1. 0.; #P window linecount 6; #P message 330 171 32 196617 framequad 0 0 0 0 1 2 1 0 1 1 3 1; #P window linecount 1; #P message 330 153 126 196617 frametri 0 4 0 1 1 0 1 1 3; #P toggle 411 201 15 0; #P message 411 224 81 196617 autonormal \$1; #P message 97 654 69 196617 point_size \$1; #P flonum 97 631 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 330 135 104 196617 tri 0 0 0 0 1 0 1 1 0; #P window linecount 5; #P message 367 171 30 196617 quad 0 0 0 0 1 1 1 1 1 1 0 0; #P window linecount 1; #P message 193 129 60 196617 line 0.1 0 0; #P message 193 183 85 196617 lineto 0.1 0.1 0.1; #P flonum 546 624 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 507 624 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 468 624 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 678 81 64 196617 shininess \$1; #P flonum 678 58 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P toggle 290 623 15 0; #P message 290 646 70 196617 displaylist \$1; #P toggle 484 58 15 0; #P message 484 81 94 196617 smooth_shading \$1; #P message 193 237 91 196617 glcolor 1. 0. 0. 0.5; #P toggle 834 564 15 0; #P newex 795 563 35 196617 sel 27; #P toggle 583 58 15 0; #P message 583 81 90 196617 lighting_enable \$1; #P newex 5 184 43 196617 jit.qball; #P message 834 582 68 196617 fullscreen \$1; #P toggle 242 623 15 0; #P message 242 646 44 196617 axes \$1; #P toggle 641 624 15 0; #P toggle 600 624 15 0; #P newex 559 643 92 196617 pak poly_mode 0 0; #P hidden newex 447 30 50 196617 loadbang; #P number 50 135 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P toggle 396 58 15 0; #P message 396 81 81 196617 depth_enable \$1; #P toggle 5 135 15 0; #P newex 5 161 55 196617 metro 20; #P newex 5 215 55 196617 t b erase b; #P newex 172 334 79 196617 jit.gl.sketch foo; #B color 5; #P newex 5 645 80 196617 jit.gl.render foo; #P newex 752 606 145 196617 jit.window foo @depthbuffer 1; #P hidden message 527 37 14 196617 1; #P newex 429 643 128 196617 pak position 0. 0. 0.; #P message 292 309 55 196617 sphere 0.5; #P newex 750 563 40 196617 key; #P window linecount 9; #P comment 503 289 417 196617 circle \; framecircle \; ellipse \; frameellipse \; sphere \; cylinder \; torus \; cube \; plane \;; #P window linecount 10; #P comment 503 138 364 196617 move \; moveto \; point \; line \; lineto \; linesegment \; quad \; framequad \; tri \; frametri \;; #P window setfont "Sans Serif" 18.; #P window linecount 1; #P message 385 479 61 196626 reset; #P window setfont "Sans Serif" 9.; #P comment 26 492 114 196617 why is this invalid? -->; #P user jit.pwindow 142 526 102 77 0 1 0 0 1 0; #P user panel 15 472 267 68; #X brgb 191 191 191; #X frgb 0 0 0; #X border 1; #X rounded 0; #X shadow 0; #X done; #P connect 139 0 11 0; #P connect 13 0 11 0; #P connect 30 0 25 0; #P fasten 29 0 30 0 800 581 831 581 831 561 839 561; #P fasten 6 0 29 0 755 582 792 582 792 561 800 561; #P fasten 25 0 10 0 839 601 757 601; #P connect 36 0 37 0; #P connect 110 0 109 0; #P connect 22 0 20 2; #P connect 21 0 20 1; #P connect 28 0 27 0; #P hidden fasten 9 0 17 0 532 55 401 55; #P hidden fasten 9 0 33 0 532 55 489 55; #P hidden fasten 9 0 28 0 532 55 588 55; #P hidden connect 123 0 122 0; #P hidden fasten 126 0 123 0 147 719 587 719; #P hidden fasten 127 0 123 0 223 719 587 719; #P hidden fasten 128 0 123 0 285 719 587 719; #P hidden fasten 129 0 123 0 345 719 587 719; #P hidden fasten 130 0 123 0 404 719 587 719; #P hidden fasten 131 0 123 0 460 719 587 719; #P hidden fasten 132 0 123 0 524 719 587 719; #P hidden fasten 133 0 123 0 588 719 587 719; #P hidden fasten 134 0 123 0 652 719 587 719; #P connect 40 0 8 3; #P hidden connect 19 0 9 0; #P connect 39 0 8 2; #P connect 33 0 32 0; #P connect 38 0 8 1; #P fasten 116 0 69 0 744 670 417 670; #P fasten 109 0 69 0 666 670 417 670; #P fasten 54 0 69 0 177 670 417 670; #P fasten 46 0 69 0 102 670 417 670; #P fasten 8 0 69 0 434 670 417 670; #P fasten 67 0 69 0 368 670 417 670; #P fasten 34 0 69 0 295 670 417 670; #P fasten 20 0 69 0 564 670 417 670; #P fasten 23 0 69 0 247 670 417 670; #P hidden fasten 66 0 69 0 361 670 417 670; #P hidden fasten 65 0 69 0 361 670 417 670; #P connect 48 0 47 0; #P connect 17 0 16 0; #P connect 68 0 67 0; #P hidden connect 105 0 80 0; #P fasten 103 0 80 0 211 467 297 467; #P hidden connect 3 0 80 0; #P hidden fasten 96 0 80 0 297 456 297 456; #P hidden fasten 97 0 80 0 383 456 297 456; #P hidden fasten 95 0 80 0 368 462 297 462; #P hidden fasten 93 0 80 0 411 462 297 462; #P hidden fasten 94 0 80 0 297 462 297 462; #P hidden fasten 77 0 80 0 297 462 297 462; #P hidden fasten 76 0 80 0 297 462 297 462; #P hidden fasten 74 0 80 0 297 462 297 462; #P hidden fasten 79 0 80 0 363 462 297 462; #P hidden fasten 75 0 80 0 297 462 297 462; #P hidden fasten 70 0 80 0 355 462 297 462; #P hidden fasten 7 0 80 0 297 462 297 462; #P hidden fasten 58 0 80 0 375 462 297 462; #P hidden fasten 57 0 80 0 297 462 297 462; #P hidden fasten 63 0 80 0 297 462 297 462; #P hidden fasten 71 0 80 0 352 462 297 462; #P hidden fasten 56 0 80 0 297 462 297 462; #P hidden fasten 82 0 80 0 379 462 297 462; #P hidden fasten 83 0 80 0 368 462 297 462; #P hidden fasten 84 0 80 0 345 462 297 462; #P hidden fasten 85 0 80 0 349 462 297 462; #P connect 35 0 34 0; #P fasten 117 0 59 0 169 410 248 410; #P connect 118 1 59 0; #P connect 24 0 23 0; #P connect 104 0 103 0; #P connect 53 0 54 0; #P hidden connect 16 0 111 0; #P hidden connect 16 0 12 0; #P fasten 111 0 12 0 82 328 177 328; #P hidden connect 108 0 12 0; #P hidden connect 107 0 12 0; #P hidden connect 106 0 12 0; #P hidden connect 61 0 12 0; #P hidden connect 60 0 12 0; #P hidden fasten 42 0 12 0 198 333 177 333; #P hidden connect 72 0 12 0; #P hidden connect 73 0 12 0; #P hidden connect 41 0 12 0; #P hidden connect 31 0 12 0; #P hidden connect 52 0 12 0; #P hidden connect 51 0 12 0; #P connect 78 0 12 0; #P hidden connect 47 0 12 0; #P hidden connect 37 0 12 0; #P hidden connect 27 0 12 0; #P hidden connect 32 0 12 0; #P hidden connect 89 0 12 0; #P hidden connect 44 0 12 0; #P hidden connect 49 0 12 0; #P hidden connect 50 0 12 0; #P hidden connect 43 0 12 0; #P connect 118 0 117 0; #P fasten 12 1 118 0 246 361 169 361; #P connect 45 0 46 0; #P connect 112 0 111 0; #P connect 113 0 112 0; #P connect 18 0 14 1; #P connect 13 2 86 0; #P hidden connect 120 0 121 0; #P fasten 88 0 11 0 22 598 10 598; #P fasten 62 0 11 0 45 620 10 620; #P fasten 55 0 11 0 32 610 10 610; #P fasten 13 1 11 0 32 251 10 251; #P fasten 64 0 11 0 53 631 10 631; #P connect 26 0 13 0; #P connect 14 0 26 0; #P connect 15 0 14 0; #P window clipboard copycount 140; Quote: joshua goldberg wrote on Mon, 05 November 2007 07:33 ---------------------------------------------------- > try using the @capture [texturename] attribute with jit.gl.sketch. > > On Nov 5, 2007, at 10:03 AM, Solomon Bothwell wrote: > > > > > Well.. > > Step two involved figuring out how to do some things which I imagine > > would require openGL. I need to draw lines in 3d space which fade > > from tail to head as they get longer. > > > > I meant this is the first somewhat difficult jitter task I am > > attempting. I have been through all the tutorials and have made some > > simpler patches in the past. > > > > ---------------------------------------------------- From wesley.hoke at gmail.com Mon Nov 5 19:55:37 2007 From: wesley.hoke at gmail.com (Wesley Smith) Date: Mon Nov 5 19:55:41 2007 Subject: [jitter] Re: Re: Silly jit.gl.sketch problem In-Reply-To: <1d553.472fd367@www.cycling74.com> References: <1d553.472fd367@www.cycling74.com> Message-ID: <1079b050711051855q8a9b31et21d5e3451dde0add@mail.gmail.com> Um. It does work. The problem is that in your patch you have both jit.window foo and jit.matrix foo. Depending on which is loaded first, one or the other will be recognized as the foo context. wes From rob at robtherich.org Mon Nov 5 22:26:36 2007 From: rob at robtherich.org (Robert Ramirez) Date: Mon Nov 5 22:26:39 2007 Subject: [jitter] Re: Re: Re: Silly jit.gl.sketch problem In-Reply-To: <1079b050711051855q8a9b31et21d5e3451dde0add@mail.gmail.com> Message-ID: <1d562.472ffb0c@www.cycling74.com> jitter documentation is as extensive as msp documentation, it just takes some familiarizing. in addition, the examples folder and the jitter recipe articles are your friends (and of course the forum). check out examples/jitter-examples/render/jit.gl.render-tomatrix. also, to go further, search the forum for a patch by by andrew benson called "scene process". and be patient. From adam.wittsell at gmail.com Tue Nov 6 02:25:45 2007 From: adam.wittsell at gmail.com (Adam Wittsell) Date: Tue Nov 6 02:25:47 2007 Subject: [jitter] More than 256 textures in multiple? Message-ID: <1d578.47303319@www.cycling74.com> 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 From ssbothwell at ucdavis.edu Tue Nov 6 03:00:32 2007 From: ssbothwell at ucdavis.edu (Solomon Bothwell) Date: Tue Nov 6 03:00:33 2007 Subject: [jitter] Re: Re: Re: Silly jit.gl.sketch problem In-Reply-To: <1079b050711051855q8a9b31et21d5e3451dde0add@mail.gmail.com> Message-ID: <1d57b.47303b3f@www.cycling74.com> Well that was the worlds simples solution to my silly problem. Robtherich you are right that I need to be more patient with jitter. Each individual object has so many more functions than most msp objects that trying to grasp it all at once can be a little daunting. Quote: wesley.hoke@gmail.com wrote on Mon, 05 November 2007 18:55 ---------------------------------------------------- > Um. It does work. The problem is that in your patch you have both > jit.window foo and jit.matrix foo. Depending on which is loaded > first, one or the other will be recognized as the foo context. > > wes > ---------------------------------------------------- From jack at peacockvisualarts.co.uk Tue Nov 6 03:04:10 2007 From: jack at peacockvisualarts.co.uk (jack keenan) Date: Tue Nov 6 03:04:23 2007 Subject: [jitter] Re: Re: Re: v001 Shaders Beta 2 In-Reply-To: <2917BBD9-9AF4-4A58-AA77-766CCF7ECFD9@danwinckler.com> References: <1d522.472f521c@www.cycling74.com> <2917BBD9-9AF4-4A58-AA77-766CCF7ECFD9@danwinckler.com> Message-ID: <49582991-AA67-467C-A2D6-7C509B68A41E@peacockvisualarts.co.uk> Hi Dan cheers for getting back to me, Its a a ATI Radeon X1600, macbook pro 2.16, osx 10.4.10 latest max and jitter. Could you point me to what could be optimum settings so I can check I'm not just being incredibly stupid, I spent a couple of hours playing around with it with absolutely no joy. Cheers Jack On 6 Nov 2007, at 02:03, Dan Winckler wr