[jitter] "prepend texture" vs "jit.gl.texture"
Rossano Monti
r.monti at tpo.it
Mon Oct 1 07:11:27 MDT 2007
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Hi all, -introduction- I'm re-programming (restyling) a theather show for children, Farfalle/Butterflies of the italian TPO company, using a pc connected to a sensitive carpet with 12x9 pressure sensors, a dozen of proximity sensors, a infrared camera and 3 videoprojectors to create a immersive ambient. I hope that someone can help me: -question 1- I've noticed that a texture created with the "prepend texture" message has a lower quality than one created by a jit.gl.texture (with the same image). I have to read the same image at the double of resolution (and more) to have the same quality. -question 2- With the "prepend texture" message I can delete the texture from the video memory with "deletetexture" message, how can I delete the jit.gl.texture memory? Only deleting "physically" the object? -question 3- How can I reproduce the "lighten" and "screen" layer's filters normally used in photo-editing software? I use many GL layers with blend_enable activated. -question 4- In a scene I have 48 "jit.gl.gridshape @shape plane dim 2 2" with texture (butterflies) moving around the screens with many many "drunk", "scale", "rotate", "line", etc. The movements slow down (low fps) but the cpu's graphic in the Task Manager show the cpu "relaxing". Less GL-objects -> more fps and the cpu work more... Why the cpu don't work well? It's a graphic card problem? I use two Radeon X1300 and a Core Duo 2 cpu. Should be better with a javascript's programming? -bug 1- When I have the 3 windows in fullscreen mode in the 3 monitors and I resize the patch's windows, the borders make "garbage lines" and the windows don't resize really. I have to use the "window size xxx yyy, window exec" message or disable the fullscreen of the 3 screens. Thanks to all (and sorry for my english) SpyRoX http://www.tpo.it
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