From thijskoerselman at gmail.com Tue Apr 1 02:18:56 2008 From: thijskoerselman at gmail.com (Thijs Koerselman) Date: Tue Apr 1 02:18:59 2008 Subject: [jitter] Re: depth message wouldn't resolve trails ? In-Reply-To: <212d7.47f151bb@www.cycling74.com> References: <212a6.47f11771@www.cycling74.com> <212d7.47f151bb@www.cycling74.com> Message-ID: On Mon, Mar 31, 2008 at 9:03 PM, Tobias Rosenberger < tobiasrosenberger@hotmail.com> wrote: > > same topic / question: > > i have a rendercontext with different stuff inside (models, videoplanes, > gridshapes, text) and have constantly to blend beetween them. > there is one gridshape (single sphere) i want at certain times to leave > trails, but whatever i try the textobject (and only the textobject) also > leaves trails (or is not visible at all). > i tried a lot with different attributes, searched the forum, but somehow i > can't find the solution. > I just seperated here the rendersettings, two gridshapes (one with trails > and one without, as expected) and the textobject, maybe sb. can have a short > look and help? > > I think something went wrong with posting your patch. There is no window or qmetro, and if I do connect them I don't see anything because of the camera settings. I guess there's other stuff missing as well. Thijs -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080401/6fdcb2f6/attachment.htm From jeremy at bootsquad.com Tue Apr 1 03:36:27 2008 From: jeremy at bootsquad.com (Jeremy Bernstein) Date: Tue Apr 1 03:36:34 2008 Subject: [jitter] Re: help! matrix in jit.uldl won't clear, is this a 10.5 bug or am i doing something wrong? In-Reply-To: <212e8.47f18261@www.cycling74.com> Message-ID: <212fc.47f20219@www.cycling74.com> I can confirm that this is a bug in the OSX version of jit.uldl (probably only in the latest update). It will be fixed in Max 5, and I'll post an incremental update for Max 4 in the coming days. Jeremy From beadelsazp at hotmail.com Tue Apr 1 04:00:56 2008 From: beadelsazp at hotmail.com (Beatriz) Date: Tue Apr 1 04:01:06 2008 Subject: [jitter] Re: "pmo_JNI_CreateJavaVM from bundle" error In-Reply-To: Message-ID: <212fd.47f207d8@www.cycling74.com> Hi Joshua Thanks for your answer I have version 4.5.7 running. With "search path" and "preferences", you mean that I should change something in Options>File Preferences? (Where Max looks for my patches and objects?) Beatriz From jeremy at bootsquad.com Tue Apr 1 05:57:57 2008 From: jeremy at bootsquad.com (Jeremy Bernstein) Date: Tue Apr 1 05:58:03 2008 Subject: [jitter] Re: help! matrix in jit.uldl won't clear, is this a 10.5 bug or am i doing something wrong? In-Reply-To: <212fc.47f20219@www.cycling74.com> Message-ID: <212ff.47f22344@www.cycling74.com> Incremental update posted. http://www.cycling74.com/twiki/bin/view/IncrementalDownloads/WebHome#Jitter_Updates_since_Jitter_1_6 From jeremy at bootsquad.com Tue Apr 1 06:44:50 2008 From: jeremy at bootsquad.com (Jeremy Bernstein) Date: Tue Apr 1 06:44:57 2008 Subject: [jitter] Re: jit.uldl errors In-Reply-To: <1eecb.478fa363@www.cycling74.com> Message-ID: <21302.47f22e41@www.cycling74.com> This was just fixed, and posted to the incremental updates. Thanks for your patience. From macsibh at yahoo.com Tue Apr 1 09:12:25 2008 From: macsibh at yahoo.com (Andrew MacSibh) Date: Tue Apr 1 09:12:32 2008 Subject: [jitter] Digital Video Expert required for Panel in British Isles Message-ID: <21305.47f250d8@www.cycling74.com> Hello, We are looking for someone with substantial experience in both digital video art and programming who can sit on a job application panel in the coming months. Anyone from the UK or Ireland whom people might recommend? From mrdobelina at gmail.com Tue Apr 1 09:18:21 2008 From: mrdobelina at gmail.com (Filippo) Date: Tue Apr 1 09:18:29 2008 Subject: [jitter] Route Jit.cellblock value to a number box Message-ID: <21307.47f2523c@www.cycling74.com> Hi So, playing with cv.jit.trak I've thinked to link x and y values of the yellow point to brightness and contrast value of the webcam or video connected. Sound easy but.. I've created a new "unpack column row value", in his input I've connected the leftmost out of the jit.cellblock that should list the value of column row and value (the one I need) of the yellow point. I' ve connected a number box to the rightmost out of the "unpack column row value" that should display the value I need but it not work.! I've tried other combination and object but I can't arrive to solve it, maybe I'm totally out of road. Someone have idea please? thanks Filippo From per at soon.com Tue Apr 1 09:22:41 2008 From: per at soon.com (Bas van der Graaff) Date: Tue Apr 1 09:22:49 2008 Subject: [jitter] Texture displays differently when using matrixoutput on jit.gl.model Message-ID: <21308.47f2533f@www.cycling74.com> Hi Board, A problem i stumbled across while using jit.gl.model is that the texture looks different when turning matrixoutput on. Looks somewhat like the texture is only rotated or wrapped, but I'm not sure how exactly. Is there a way to either fix this, or make a workaround (do a 2d operation on the texture or texture planes? As I'll be using logos and text it's essential that the texture is displayed correctly. I've been wanting to add some jit.gl.models to my 3d scenes. The app I've built is a modular effects stacker. I do understand that the matrixoutput of jit.gl.gridshape, jit.gl.nurbs, jit.gl.videoplane is very different from the matrixoutput of jit.gl.model. That's why i don't use the same effects for both of them. But it would be nice to have some effects for the models as well, so that's why i want to use the matrixoutput attribute. Thanks, Bas. #P button 15 117 15 0; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 15 144 48 196617 loadbang; #P toggle 124 40 15 0; #P window setfont "Sans Serif" 14.; #P message 124 63 121 196622 matrixoutput \$1; #P window setfont "Sans Serif" 9.; #P message 124 219 73 196617 read apple.obj; #P message 255 182 50 196617 reset; #P window linecount 2; #P newex 255 202 104 196617 jit.gl.handle mdl @auto_rotate 1; #P window linecount 1; #P newex 15 225 57 196617 qmetro 20; #P newex 15 272 50 196617 t b erase; #P window linecount 2; #P newex 124 248 240 196617 jit.gl.model mdl @depth_enable 1 @smooth_shading 1 @material_mode 2 @lighting_enable 1; #B color 5; #P window linecount 1; #P newex 15 314 80 196617 jit.gl.render mdl; #P newex 15 335 311 196617 jit.window mdl @depthbuffer 1 @rect 614 76 934 316 @floating 0; #P comment 141 40 125 196617 change and watch texture; #P connect 11 0 5 0; #P connect 11 0 8 0; #P connect 12 0 11 0; #P connect 7 0 6 0; #P connect 9 0 3 0; #P connect 8 0 3 0; #P fasten 6 0 3 0 260 243 129 243; #P connect 10 0 9 0; #P connect 4 1 2 0; #P connect 4 0 2 0; #P connect 3 0 2 0; #P connect 5 0 4 0; #P window clipboard copycount 13; -- SmadSteck - http://www.smadsteck.nl Hard- and software for interactive audiovisual sampling From robin_w_1986 at hotmail.com Tue Apr 1 11:13:29 2008 From: robin_w_1986 at hotmail.com (Rob) Date: Tue Apr 1 11:13:36 2008 Subject: [jitter] Re: jit.matrix help In-Reply-To: <21298.47f106de@www.cycling74.com> Message-ID: <2130f.47f26d39@www.cycling74.com> ah thats fantastic. thanks very much! exactly what i was looking for. though im still slightly confused about the jit.iter object. say if you're generating 100 (or any number more than 1 i guess) particles then how does the jit.iter object differentiate between the individual particles when it outputs the numbers? sorry, im not sure i phrased that right really. oh well! thanks again From wesley.hoke at gmail.com Tue Apr 1 11:59:03 2008 From: wesley.hoke at gmail.com (Wesley Smith) Date: Tue Apr 1 11:59:10 2008 Subject: [jitter] Pre compositing with jit.gl.videoplane In-Reply-To: <212dc.47f1598c@www.cycling74.com> References: <212dc.47f1598c@www.cycling74.com> Message-ID: <1079b050804011059h5d4917d7w2ec154ae0faff937@mail.gmail.com> See the jitter-examples/render/jit.gl.videoplane-* files. Also, go through the Jitter tutorials. wes On Mon, Mar 31, 2008 at 3:37 PM, Nathana?l L?caud? wrote: > > I'm not sure this is actually possible. What I'd like to do is mix 3 videos (2 videos coming from jit.qt.movie and 1 live feed coming from jit.qt.grab) > > I'd like to premix the 2 videos coming from jit.qt.movie and then mix this with the live cam. I tried rendering the 2 jit.qt.movies on a separate context, rendering that context but I'm not sure how to send that to my main window. > > Thanks, > > Nat > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From andrewb at cycling74.com Tue Apr 1 11:59:24 2008 From: andrewb at cycling74.com (Andrew Benson) Date: Tue Apr 1 11:59:26 2008 Subject: [jitter] shift register In-Reply-To: <212ed.47f19a33@www.cycling74.com> References: <212ed.47f19a33@www.cycling74.com> Message-ID: <47F277FC.6070107@cycling74.com> Hi Jesse, There are a number of ways to do this. This is my current favorite. AB #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 309 173 48 196617 loadbang; #P toggle 18 39 15 0; #P newex 18 57 52 196617 metro 33; #P newex 18 79 247 196617 t b b; #P user jit.pwindow 17 279 322 242 0 1 0 0 1 0; #P newex 309 216 118 196617 jit.matrix 1 float32 3 3; #P message 309 197 111 196617 setcell 0 1 val 1. \, bang; #P newex 255 259 79 196617 jit.matrix shift; #P window linecount 2; #P newex 18 128 230 196617 jit.matrix shift 1 float32 320 240 @usedstdim 1 @dstdimstart 0 0 @dstdimend 0 239; #P window linecount 1; #P newex 255 103 79 196617 jit.matrix shift; #P newex 255 238 64 196617 jit.convolve; #P newex 18 101 122 196617 jit.noise 1 float32 1 240; #P connect 11 0 5 0; #P connect 9 0 8 0; #P connect 10 0 9 0; #P connect 8 1 2 0; #P connect 2 0 1 0; #P connect 6 0 1 1; #P connect 1 0 4 0; #P connect 3 0 7 0; #P connect 0 0 3 0; #P connect 8 0 0 0; #P connect 5 0 6 0; #P window clipboard copycount 12; From thijskoerselman at gmail.com Tue Apr 1 11:59:40 2008 From: thijskoerselman at gmail.com (Thijs Koerselman) Date: Tue Apr 1 11:59:49 2008 Subject: [jitter] distance vs. lens angle In-Reply-To: References: Message-ID: Skipped content of type multipart/alternative-------------- next part -------------- A non-text attachment was scrubbed... Name: cam.png Type: image/png Size: 16745 bytes Desc: not available Url : http://www.cycling74.com/pipermail/jitter/attachments/20080401/284dbc71/cam.png From andrewb at cycling74.com Tue Apr 1 12:00:48 2008 From: andrewb at cycling74.com (Andrew Benson) Date: Tue Apr 1 12:00:50 2008 Subject: [jitter] multiple videoplanes In-Reply-To: <212f3.47f1b42a@www.cycling74.com> References: <212f3.47f1b42a@www.cycling74.com> Message-ID: <47F27850.3070809@cycling74.com> @blend_enable 1 @depth_enable 0 @color 1. 1. 1. x where (x<1.) AB From andrewb at cycling74.com Tue Apr 1 12:03:32 2008 From: andrewb at cycling74.com (Andrew Benson) Date: Tue Apr 1 12:03:33 2008 Subject: [jitter] Jit.gl.sketch In-Reply-To: <212f6.47f1c543@www.cycling74.com> References: <212f6.47f1c543@www.cycling74.com> Message-ID: <47F278F4.2080605@cycling74.com> Could you be a bit more specific? Posting a patch that shows what you are looking to do will be a good start. Otherwise, look at the tutorials, search the forum archives, and check out the openGL red book. Best, Andrew B. Mike wrote: > can anyone direct me to a good patch to learn some advanced jit.gl.sketch techniques for rendering multiple contexts. > > many thanx and praises > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From rob at robtherich.org Tue Apr 1 12:12:15 2008 From: rob at robtherich.org (Robert Ramirez) Date: Tue Apr 1 12:12:23 2008 Subject: [jitter] Re: jit.matrix help In-Reply-To: <2130f.47f26d39@www.cycling74.com> Message-ID: <21320.47f27aff@www.cycling74.com> iter doesn't know or care about differentiating particles. all it does is spit the values contained in a matrix out, one after the other. the jit.p.* objects differentiate particles based on particle id, and they store that id in the first plane of the matrix. so for three particles, it's something like this: 0 | life0 | x0 | y0 | z0 1 | life1 | x1 | y1 | z1 2 | life2 | x2 | y2 | z2 this is a 5 plane 3x1 matrix. the p objects would actually store it as a 3x2 matrix. the second dimension is the previous values from the previous iteration of the system. you can retrieve the particle id by using the left most outlet from the unpack. From jkc at musork.com Tue Apr 1 12:36:21 2008 From: jkc at musork.com (Joshua Kit Clayton) Date: Tue Apr 1 12:36:43 2008 Subject: [jitter] Re: "pmo_JNI_CreateJavaVM from bundle" error In-Reply-To: <212fd.47f207d8@www.cycling74.com> References: <212fd.47f207d8@www.cycling74.com> Message-ID: On Apr 1, 2008, at 3:00 AM, Beatriz wrote: > > Thanks for your answer > I have version 4.5.7 running. Java is unsupported when running under Rosetta. You must use 4.6.x on Intel for Java support. It will be twice as fast as well. > With "search path" and "preferences", you mean that I should change > something in Options>File Preferences? (Where Max looks for my > patches and objects?) Yes, that's the search path. You can trash your user preferences in ~/ Library/Preferences/Max 4(.6) Preferences to reset these and other preferences to the default. -Joshua From nat-list at studioimaginaire.com Tue Apr 1 12:57:46 2008 From: nat-list at studioimaginaire.com (Nathanaël Lécaudé) Date: Tue Apr 1 12:57:55 2008 Subject: [jitter] Re: Pre compositing with jit.gl.videoplane In-Reply-To: <1079b050804011059h5d4917d7w2ec154ae0faff937@mail.gmail.com> Message-ID: <21338.47f285aa@www.cycling74.com> Thanks, I plan to do so whenever I get a few minutes for myself... For the moment I was able to do what I wanted using jit.gl.glut thanks to Joe_Render's tip in another thread. From nat-list at studioimaginaire.com Tue Apr 1 13:13:26 2008 From: nat-list at studioimaginaire.com (Nathanaël Lécaudé) Date: Tue Apr 1 13:13:34 2008 Subject: [jitter] Re: Pre compositing with jit.gl.videoplane In-Reply-To: <21338.47f285aa@www.cycling74.com> Message-ID: <2133e.47f28956@www.cycling74.com> To anyone looking to do the same thing, see this thread for the answer : http://www.cycling74.com/forums/index.php?t=msg&th=32503&start=0&rid=2047&S=936aa11ce2c94cd609cc6258fccda9a9 From compoundeye at gmail.com Tue Apr 1 13:14:08 2008 From: compoundeye at gmail.com (mathew) Date: Tue Apr 1 13:14:16 2008 Subject: [jitter] Re: help! matrix in jit.uldl won't clear, is this a 10.5 bug or am i doing something wrong? In-Reply-To: <212ff.47f22344@www.cycling74.com> Message-ID: <2133f.47f28980@www.cycling74.com> thank you jeremy much appreciated From yair99 at gmail.com Tue Apr 1 13:24:53 2008 From: yair99 at gmail.com (yair reshef) Date: Tue Apr 1 13:25:04 2008 Subject: [jitter] 2d Position Tracking in Low Light In-Reply-To: <212f4.47f1b4a3@www.cycling74.com> References: <212f4.47f1b4a3@www.cycling74.com> Message-ID: <1b1605c20804011224v206ac4e3j9bcd5c465d10239c@mail.gmail.com> i would go (went) with active trackers. IR leds powered by a 3v watch battery like those led throwies. ir leds are out there don't get the ones for remote but the high brightness ones. its cheap and it work. *but* (most common, halogen) theatre lights also give infrared, and will null your efforts. consider and experiment. neon is IRfree, but ugly. On Tue, Apr 1, 2008 at 6:05 AM, kevin wrote: > > Hi there, I'm looking to track a small point on a performer's instrument > in a low lit space. I simply want to have the x/y values for this point. > I've thought about tracking color but imagine the low light might make this > difficult. So I've been more inclined to use infrared tracking, using a > small infrared reflector and bathing the stage in infrared light, or just > placing a small infrared emitting LED on the performer. Either solution > would be fine, I am just concerned with cost and mostly simplicity - I need > to get the tracking system up and running asap. Any thoughts would be much > appreciated. Thanks for any help! > > -Kevin > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080401/43d2e1dc/attachment.htm From jessegilbert at gmail.com Tue Apr 1 13:31:50 2008 From: jessegilbert at gmail.com (Jesse Gilbert) Date: Tue Apr 1 13:32:00 2008 Subject: [jitter] Re: shift register In-Reply-To: <47F277FC.6070107@cycling74.com> Message-ID: <21346.47f28da6@www.cycling74.com> Thanks so much Andrew - that's a very elegant solution and exactly what I was looking for. From rob at robtherich.org Tue Apr 1 14:13:56 2008 From: rob at robtherich.org (Robert Ramirez) Date: Tue Apr 1 14:14:00 2008 Subject: [jitter] Re: shift register In-Reply-To: <212ed.47f19a33@www.cycling74.com> Message-ID: <21354.47f29783@www.cycling74.com> yeah, that's a beauty. so, just for my own clarification, when the matrix is sent through jit.convolve, it's making each pixel be the exact value of the pixel immediately to it's left? thanks for the image processing lesson andrew. -rob From andrewb at cycling74.com Tue Apr 1 14:19:54 2008 From: andrewb at cycling74.com (Andrew Benson) Date: Tue Apr 1 14:20:01 2008 Subject: [jitter] Re: shift register In-Reply-To: <21354.47f29783@www.cycling74.com> References: <21354.47f29783@www.cycling74.com> Message-ID: <47F298EA.5060606@cycling74.com> Yep. It does that once per iteration. One nice thing about jit.convolve is that it doesn't waste any resources on pixels set to 0. in its kernel matrix. So it can sometimes be a little cheaper than doing srcdim/dstdim trickery. This patch makes for a good scrolling slitscan, etc. Andrew B. Robert Ramirez wrote: > yeah, that's a beauty. > > so, just for my own clarification, when the matrix is sent through jit.convolve, it's making each pixel be the exact value of the pixel immediately to it's left? > > thanks for the image processing lesson andrew. > > -rob > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wesley.hoke at gmail.com Tue Apr 1 14:24:23 2008 From: wesley.hoke at gmail.com (Wesley Smith) Date: Tue Apr 1 14:24:29 2008 Subject: [jitter] Re: shift register In-Reply-To: <21354.47f29783@www.cycling74.com> References: <212ed.47f19a33@www.cycling74.com> <21354.47f29783@www.cycling74.com> Message-ID: <1079b050804011324m2ed1aades54e9876f378d187f@mail.gmail.com> On Tue, Apr 1, 2008 at 2:13 PM, Robert Ramirez wrote: > > yeah, that's a beauty. > > so, just for my own clarification, when the matrix is sent through jit.convolve, it's making each pixel be the exact value of the pixel immediately to it's left? > Based on the kernel in AB's patch, it does exactly this because there's a gain of 1 in the left-of-center cell of the kernel. Typically convolution is a somewhat heavyweight operation, but jit.convolve has some optimizations for certain kernels where many of the weights are 0. weds From tobiasrosenberger at hotmail.com Tue Apr 1 14:35:26 2008 From: tobiasrosenberger at hotmail.com (Tobias Rosenberger) Date: Tue Apr 1 14:35:32 2008 Subject: [jitter] Re: depth message wouldn't resolve trails ? In-Reply-To: <212a6.47f11771@www.cycling74.com> Message-ID: <21359.47f29c8e@www.cycling74.com> hi, here is everything cleaned and only the relevant parts. it is zipped because there are some loadbanged matrix-files inside... thanks -------------- next part -------------- A non-text attachment was scrubbed... Name: trails_example.zip Type: application/zip Size: 8109 bytes Desc: not available Url : http://www.cycling74.com/pipermail/jitter/attachments/20080401/ea1dbd7e/trails_example.zip From deerwolf at gmail.com Tue Apr 1 15:59:39 2008 From: deerwolf at gmail.com (kevin) Date: Tue Apr 1 15:59:47 2008 Subject: [jitter] Re: 2d Position Tracking in Low Light In-Reply-To: <212f4.47f1b4a3@www.cycling74.com> Message-ID: <21368.47f2b049@www.cycling74.com> thanks yair, I'm thinking to just simply try getting some IR lEDs and filtering out visible light using the developed color film trick mentioned often in other posts. Can anyone recommend some really strong IR LEDs that would be good for tracking at a distance in low light? Also, is there any real advantage to using reflective tape and bathing the stage in IR light over simply using an IR LED on the performer? I don't imagine much other conflicting IR sources at the performance, there will just be the projection screen and the performer visible in almost total darkness. The only other light will come from whatever we project which I imagine is not going to interfere much in the IR range. Any other advice? I am thinking cv.jit.track should do the job nicely enough. From mekohler at gmail.com Tue Apr 1 19:20:42 2008 From: mekohler at gmail.com (marcos) Date: Tue Apr 1 19:20:45 2008 Subject: [jitter] error setting audiochannellayout for soc (tutorial 27) Message-ID: <2138d.47f2df69@www.cycling74.com> Tutorial 27 is not working properly. As soon as I load it, you hear sound from the video, even though the matrix has a @soc gliss argument sent to a spigot~ gliss. I keep getting: Error -2184 error setting audiochannellayout for soc Which means the audio just goes to the general sound manager and I cant capture and play with video audio or do the tutorial. Even when I turn my DSP off and gain down I still hear the audio. I tried setting up a patch from scratch just loading a movie with jit.qt.movie @soc test, and using a spigot test...the sound still goes to the general sound manager and I get the same errors. I am using the jitter demo that came with my purchase of MAXMSP. From tobiasrosenberger at hotmail.com Tue Apr 1 19:23:39 2008 From: tobiasrosenberger at hotmail.com (Tobias Rosenberger) Date: Tue Apr 1 19:23:42 2008 Subject: [jitter] Re: error setting audiochannellayout for soc (tutorial 27) In-Reply-To: <2138d.47f2df69@www.cycling74.com> Message-ID: <2138e.47f2e01a@www.cycling74.com> you need to install the incremental update of jitter. there was a bug with spigot best From mekohler at gmail.com Tue Apr 1 19:26:37 2008 From: mekohler at gmail.com (marcos) Date: Tue Apr 1 19:26:42 2008 Subject: [jitter] Re: error setting audiochannellayout for soc (tutorial 27) In-Reply-To: <2138e.47f2e01a@www.cycling74.com> Message-ID: <2138f.47f2e0cd@www.cycling74.com> bleh I assumed this was the latest since I just purchased MAXMSP CD a month ago. From mekohler at gmail.com Tue Apr 1 19:29:21 2008 From: mekohler at gmail.com (marcos) Date: Tue Apr 1 19:29:25 2008 Subject: [jitter] Re: error setting audiochannellayout for soc (tutorial 27) In-Reply-To: <2138e.47f2e01a@www.cycling74.com> Message-ID: <21390.47f2e170@www.cycling74.com> Quote: Joe_Render wrote on Tue, 01 April 2008 21:23 ---------------------------------------------------- > you need to install the incremental update of jitter. there was a bug with spigot > > best ---------------------------------------------------- Actually, the pdf says Jitter 1.6.3 and that is the latest version available on C74 website. Any ideas? From mekohler at gmail.com Tue Apr 1 19:36:27 2008 From: mekohler at gmail.com (marcos) Date: Tue Apr 1 19:36:31 2008 Subject: [jitter] Re: error setting audiochannellayout for soc (tutorial 27) In-Reply-To: <21390.47f2e170@www.cycling74.com> Message-ID: <21392.47f2e31b@www.cycling74.com> nvm, found incremental update section. Ill let you know if this fixes it. From mekohler at gmail.com Tue Apr 1 19:56:06 2008 From: mekohler at gmail.com (marcos) Date: Tue Apr 1 19:56:10 2008 Subject: [jitter] Re: error setting audiochannellayout for soc (tutorial 27) In-Reply-To: <21392.47f2e31b@www.cycling74.com> Message-ID: <21395.47f2e7b6@www.cycling74.com> Works, thank you!!! From chrisdimauro at gmail.com Tue Apr 1 20:37:45 2008 From: chrisdimauro at gmail.com (Chris Dimauro) Date: Tue Apr 1 20:37:49 2008 Subject: [jitter] Webcam emulator Message-ID: <21399.47f2f178@www.cycling74.com> Hi, I'm new to the forums, and pretty new to Jitter in general. Anyway, I'm looking for a solution to a project I'm working on. I want to output video from jitter and have it show up as a webcam. In other words, i want to broadcast my video over ichat, AIM etc. Any ideas? From yair99 at gmail.com Tue Apr 1 21:57:35 2008 From: yair99 at gmail.com (yair reshef) Date: Tue Apr 1 21:57:40 2008 Subject: [jitter] Re: 2d Position Tracking in Low Light In-Reply-To: <21368.47f2b049@www.cycling74.com> References: <212f4.47f1b4a3@www.cycling74.com> <21368.47f2b049@www.cycling74.com> Message-ID: <1b1605c20804012057i4ede1937xf4cb46555c56fa0d@mail.gmail.com> Skipped content of type multipart/alternative-------------- next part -------------- A non-text attachment was scrubbed... Name: baton_01.jpg Type: image/jpeg Size: 20073 bytes Desc: not available Url : http://www.cycling74.com/pipermail/jitter/attachments/20080402/563efd1d/baton_01.jpg From dkimcg at gmail.com Tue Apr 1 22:56:01 2008 From: dkimcg at gmail.com (Don K) Date: Tue Apr 1 22:56:05 2008 Subject: [jitter] Jitterflower? Message-ID: <213a1.47f311e1@www.cycling74.com> I haven't dove into jitter very much yet, but I was wondering how feasible something like soundflower for video is possible in osx? for example, I play a movie in movieplayer, it shows up as some magical channel in Jitter, sort of how audio can be routed via soundflower. -- -DonK From mikeman22 at hotmail.com Tue Apr 1 23:36:18 2008 From: mikeman22 at hotmail.com (Mike) Date: Tue Apr 1 23:36:23 2008 Subject: [jitter] Re: multiple videoplanes In-Reply-To: <47F27850.3070809@cycling74.com> Message-ID: <213a5.47f31b51@www.cycling74.com> wow that was obvious!! One more question though. Do you think that it is better to use the sketch capture texture method in this case? As in the scenewrap tutorial that you wrote in jitter recipe 3. From stepmr at gmail.com Tue Apr 1 23:45:04 2008 From: stepmr at gmail.com (Stephen) Date: Tue Apr 1 23:45:08 2008 Subject: [jitter] Re: Multiple scaled/positioned quicktime s in one render ... Multiple Videoplanes? In-Reply-To: <211b3.47eeb62d@www.cycling74.com> Message-ID: <213a7.47f31d5f@www.cycling74.com> Ever figure out a fix for the inverse? From mekohler at gmail.com Wed Apr 2 01:21:55 2008 From: mekohler at gmail.com (marcos) Date: Wed Apr 2 01:22:00 2008 Subject: [jitter] Scrolling Midi Timeline / How to shift matrix columns to left Message-ID: <213aa.47f33411@www.cycling74.com> I wanted a live "piano roll" of the current midi notes played. Each note is mapped to a certain row. The matrix would be empty at first, then when a note/chord is played, those notes are added to their respective rows in the FAR RIGHT column. What it boils down to is this: 1) Detect note, form a column in Matrix NOTE (pure 1D vertical matrix). 2) In Matrix LIVE, delete far left column and move every cell to the left one unit 3) Insert column from step 1 to the FAR RIGHT of matrix LIVE , feedback newly adjusted column to LIVE 4) await next note detection I have some sort of feedback system working, but as you can tell its not really what I describe yet, any help??? Max file attached. -------------- next part -------------- A non-text attachment was scrubbed... Name: Marcos_MidiTimeLine Type: application/octet-stream Size: 4432 bytes Desc: not available Url : http://www.cycling74.com/pipermail/jitter/attachments/20080402/aa81c94e/Marcos_MidiTimeLine.obj From mekohler at gmail.com Wed Apr 2 01:26:11 2008 From: mekohler at gmail.com (marcos) Date: Wed Apr 2 01:26:14 2008 Subject: [jitter] Re: Scrolling Midi Timeline / How to shift matrix columns to left In-Reply-To: <213aa.47f33411@www.cycling74.com> Message-ID: <213ab.47f33513@www.cycling74.com> Quote: marcoskohler wrote on Wed, 02 April 2008 03:21 ---------------------------------------------------- > I wanted a live "piano roll" of the current midi notes played. Each note is mapped to a certain row. The matrix would be empty at first, then when a note/chord is played, those notes are added to their respective rows in the FAR RIGHT column. > > What it boils down to is this: > > 1) Detect note, form a column in Matrix NOTE (pure 1D vertical matrix). > > 2) In Matrix LIVE, delete far left column and move every cell to the left one unit > > 3) Insert column from step 1 to the FAR RIGHT of matrix LIVE , feedback newly adjusted column to LIVE > > 4) await next note detection > > I have some sort of feedback system working, but as you can tell its not really what I describe yet, any help??? > > Max file attached. ---------------------------------------------------- I got rid of the repeated notes with a stripnote, but it seems the feedback system is too much...the whole thing scrolls off screen...if there are 12 columns, a single played note should not "fall off the left side" until 12 notes besides that are played...right now you play some notes and the whole thing scrolls by so fast. From mekohler at gmail.com Wed Apr 2 02:05:41 2008 From: mekohler at gmail.com (marcos) Date: Wed Apr 2 02:05:45 2008 Subject: [jitter] Re: Scrolling Midi Timeline / How to shift matrix columns to left In-Reply-To: <213ab.47f33513@www.cycling74.com> Message-ID: <213ae.47f33e55@www.cycling74.com> hehehe, ok I fixed the fast scrolling by adding a triggered gate to the feedback signal. Still has a few bugs, but oh well. Ill keep at it. From mikeman22 at hotmail.com Wed Apr 2 02:38:41 2008 From: mikeman22 at hotmail.com (Mike) Date: Wed Apr 2 02:38:45 2008 Subject: [jitter] GL feedback: what is it Message-ID: <213b2.47f34610@www.cycling74.com> Hey list. I am trying to understand the concept behind Andrew B's OpernGL feedback example in his SceneWarp patch. What exactly is a feedback loop used for and how does this differ from other examples such as the Preview patch (also from AB). All these patches are in the recipe book 3. Thanx in advance. From r.l.l.menges at student.tue.nl Wed Apr 2 03:19:09 2008 From: r.l.l.menges at student.tue.nl (Rutger) Date: Wed Apr 2 03:19:15 2008 Subject: [jitter] Re: Simple question In-Reply-To: <2066e.47d1780e@www.cycling74.com> Message-ID: <213b7.47f34f8c@www.cycling74.com> Thanks man, I got this working, but it's kinda CPU expensive. Is it also possible to use a slab to create this effect. In the jitter examples I saw the jit.gl.slab-slide patch. But it's used on a video, not on a jit.gl.model. Does anyone has an idea how I could do this? Thanks in advance! From thijskoerselman at gmail.com Wed Apr 2 07:15:57 2008 From: thijskoerselman at gmail.com (Thijs Koerselman) Date: Wed Apr 2 07:16:05 2008 Subject: [jitter] Re: depth message wouldn't resolve trails ? In-Reply-To: <21359.47f29c8e@www.cycling74.com> References: <212a6.47f11771@www.cycling74.com> <21359.47f29c8e@www.cycling74.com> Message-ID: On Tue, Apr 1, 2008 at 9:35 PM, Tobias Rosenberger < tobiasrosenberger@hotmail.com> wrote: > hi, here is everything cleaned and only the relevant parts. it is zipped > because there are some loadbanged matrix-files inside... > > Yeah its not that simple. Your patch makes perfect sense. If you are not clearing the previous frame, anything that moves in between frames will leave traces behind. It is a nice effect if you discover it for the first time, but its pretty useless on its own like that. If you want to apply this technique only to certain objects in your scene, you need to render them to a texture and display the texture on a jit.gl.videoplane with @transform_reset 2 or something similar. The erase color trick can be done with a simple shader. Wes recently posted an example in the "render erase color" thread. Have a look at that. Thijs -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080402/c757655f/attachment.htm From jeanfrancois.charles at newflore.org Wed Apr 2 07:43:57 2008 From: jeanfrancois.charles at newflore.org (Jean-Fran=?ISO-8859-1?B?5w==?=ois Charles) Date: Wed Apr 2 07:43:50 2008 Subject: [jitter] Jitterflower? In-Reply-To: <213a1.47f311e1@www.cycling74.com> Message-ID: I guess with [spigot~] you get the sound into MSP world. Then you can output it with [dac~] to any audio output, including Soundflower. Jean-Fran?ois. > I haven't dove into jitter very much yet, but I was wondering how feasible > something like soundflower for video is possible in osx? > for example, > I play a movie in movieplayer, it shows up as some magical channel in Jitter, > sort of how audio can be routed via soundflower. > From tobiasrosenberger at hotmail.com Wed Apr 2 10:14:20 2008 From: tobiasrosenberger at hotmail.com (Tobias Rosenberger) Date: Wed Apr 2 10:14:27 2008 Subject: [jitter] Re: Re: depth message wouldn't resolve trails ? In-Reply-To: Message-ID: <213ec.47f3b0dc@www.cycling74.com> hi thijs, thanks for that hint, wes' shader seems to be very useful for my achieved effect. i am just curious why the textobject and only the textobject (also true for 3dtext) blurs, even if it is not moved during render_erase at 0.. best From yb at imal.org Wed Apr 2 10:17:09 2008 From: yb at imal.org (Yves Bernard) Date: Wed Apr 2 10:17:19 2008 Subject: [jitter] NewBraveWorld 2: Hybrid Scrapyard Workshop by Jonah Brucker-Cohen, Brussels, 19-24 May Message-ID: NewBraveWorld, A series of workshops around Internet of Things, Ubicomp and Locative Media Registration is open for workshop 2: Hybrid Scrapyard, 19-24 May 2008 ! Workshop 2: Hybrid Scrapyard with Jonah Brucker-Cohen and Katherine Moriwaki The workshop will introduce how ubiquitous computing (Ubicomp) and network technologies allow the design and deployment of augmented objects connected to the Internet. We will address how the Internet and our online behaviors can be made tangible in the physical world and how our physical acts have roles, presence or consequences in the cyberspace. Workshop attendees learn how to build a variety of projects from found and/or discarded objects which will be augmented with embedded computing and connected to the Internet or configured iinto network of communicating objects. Date: from 19 to 24 May 2008 Fee: 100 EUR Maximum Participants: 15 Location: iMAL, Brussels Detailled description and Registration Form on http://www.imal.org/NewBraveWorld/NBW2 About NewBraveWorld An "Internet-of-Things" is under construction with technologies for unique digital identification (RFID), geolocation (GPS), embedded computing (ubiquitous or pervasive computing) and mobile networking (e.g. wifi, wimax, umts/3g). Places and objects become linked to digital media which can be everywhere people are. Our digital life and social interactions are going to happen through tangible augmented objects and our physical environment will become the playground of new social and artistic behaviors, interventions, actions both in data and media spaces. "New Brave World" proposes 4 workshops exploring the roles of artists, designers, media makers and creative scientists/developers in this context of the merge of digital and physical spaces. Dates and detailled descriptions on http://www.imal.org/NewBraveWorld NewBraveWord is produced by iMAL with the support of the Flanders Audiovisual Fund. And very soon our next exhibition: Holy Fire, Art of the Digital Age, 18-30 April 2008 Artists, works, forum and practical info on http://www.imal.org/HolyFire -- Yves Bernard yb@imal.org asbl iMAL vzw Center for Digital Cultures and Technology 30 Quai des Charbonnages / Koolmijnenkaai 30 1080 Bruxelles/Brussel tel 32 2 410 30 93 http://www.imal.org http://www.erg.be/blogs/artNumeur http://www.i-cult.be From doktorp at mac.com Wed Apr 2 10:53:56 2008 From: doktorp at mac.com (vade) Date: Wed Apr 2 10:54:14 2008 Subject: [jitter] Jitterflower? In-Reply-To: References: Message-ID: <09435302-4575-4DF2-8AF1-7F0B64DE0E9D@mac.com> I think he was asking about a video routing system for applications, correct? OS X 10.5 has a new API which allows one to get arbitrary window contents even if the window is obfuscated or otherwise not seen (this is CGWindowListCreateImage() in CGWindow.h ) However it does readback off of the GPU to a 'CGImage' - which is like a jit.matrix bitmap, not a GPU texture, which is not 100% preferable for performance reasons. However, ive used it for an app with Modul8, Quartz Composer, and *any* screen source (jitter, real video, etc), and it definitely works, even though its not optimized and has some overhead. There are even better ways of doing this, using CGRemotOperation to get window update hints, combine it with openGl screen scraping and asycnronous readback and you have a poor mans version sound-flower for video. Ive seen some applications that provide 'virtual' video devices, spoofing a DV camera driver, or virtualizing an iSight to let multiple apps use it. However, this is indeed 10.5 OS X only. Im wiling to bet this could be glued together pretty well, and is probably on "someones to do list" *ahem* On Apr 2, 2008, at 9:43 AM, Jean-Fran?ois Charles wrote: > I guess with [spigot~] you get the sound into MSP world. Then you > can output > it with [dac~] to any audio output, including Soundflower. > Jean-Fran?ois. > >> I haven't dove into jitter very much yet, but I was wondering how >> feasible >> something like soundflower for video is possible in osx? >> for example, >> I play a movie in movieplayer, it shows up as some magical channel >> in Jitter, >> sort of how audio can be routed via soundflower. >> > > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080402/065e6d2d/attachment.htm From dan at danwinckler.com Wed Apr 2 11:11:28 2008 From: dan at danwinckler.com (=?utf-8?B?RGFuIFdpbmNrbGVy?=) Date: Wed Apr 2 11:09:59 2008 Subject: [jitter] Jitterflower? Message-ID: <1244485145-1207156189-cardhu_decombobulator_blackberry.rim.net-1167381555-@bxe114.bisx.prod.on.blackberry> Grabbing an arbitrary window image to Jitter is currently not possible. However, if you're feeling ambitious, take a look at the new SonOfGrab example on Apple's developer site and the Jitter API and write an external! :) From dan at danwinckler.com Wed Apr 2 11:12:49 2008 From: dan at danwinckler.com (=?utf-8?B?RGFuIFdpbmNrbGVy?=) Date: Wed Apr 2 11:11:35 2008 Subject: [jitter] Jitterflower? Message-ID: <3977065-1207156267-cardhu_decombobulator_blackberry.rim.net-932252844-@bxe114.bisx.prod.on.blackberry> p.s. What vade said. From dkimcg at gmail.com Wed Apr 2 13:21:14 2008 From: dkimcg at gmail.com (Don K) Date: Wed Apr 2 13:21:21 2008 Subject: [jitter] Re: Jitterflower? In-Reply-To: <213a1.47f311e1@www.cycling74.com> Message-ID: <21421.47f3dca9@www.cycling74.com> I wish I knew how to program with APIs. At least it sounds like it might be possible. -- -DonK From wugmump at mac.com Wed Apr 2 13:36:18 2008 From: wugmump at mac.com (joshua goldberg) Date: Wed Apr 2 13:37:07 2008 Subject: [jitter] nasty texture error Message-ID: i'm getting a field of these errors: jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value jit.gl.texture: setting subteximage during submission.: GL Error: Invalid value from this patch: #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 191 404 255 196617 jit.gl.slab bork @file td.rota.jxs @param zoom 1.5 1.5; #P newex 186 464 201 196617 jit.gl.videoplane bork @transform_reset 2; #P newex 196 376 229 196617 jit.gl.texture bork @name live @colormode uyvy; #P message 253 305 33 196617 close; #P message 214 305 30 196617 open; #P newex 197 344 223 196617 jit.qt.grab 640 480 @input 1 @colormode uyvy; #P message 375 135 70 196617 fullscreen \$1; #P toggle 375 115 15 0; #P newex 375 92 38 196617 sel 27; #P newex 375 70 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 31 178 60 196617 0; #P newex 34 269 416 196617 t b b b b b b b b b b b b b b b b b b b; #P newex 34 245 40 196617 r stuff; #P toggle 31 47 15 0; #P newex 128 127 40 196617 s stuff; #P newex 31 153 201 196617 jit.gl.render bork @erase_color 0. 0. 0. 1.; #P newex 31 98 58 196617 t b b erase; #P newex 31 73 57 196617 qmetro 33; #P newex 375 156 274 196617 jit.window bork @floating 1 @depthbuffer 1 @fsmenubar 0; #P connect 19 0 18 0; #P connect 17 0 19 0; #P connect 14 0 17 0; #P connect 7 7 14 0; #P connect 16 0 14 0; #P connect 15 0 14 0; #P connect 13 0 0 0; #P connect 12 0 13 0; #P connect 11 0 12 0; #P connect 10 0 11 0; #P connect 2 1 4 0; #P connect 9 0 1 1; #P connect 6 0 7 0; #P connect 3 0 8 0; #P connect 2 0 3 0; #P connect 2 2 3 0; #P connect 1 0 2 0; #P connect 5 0 1 0; #P window clipboard copycount 20; is there an official guideline of how to avoid texture errors like this while we're still on jit 1.6? From rob at robtherich.org Wed Apr 2 13:41:26 2008 From: rob at robtherich.org (Robert Ramirez) Date: Wed Apr 2 13:41:33 2008 Subject: [jitter] Re: Simple question In-Reply-To: <213b7.47f34f8c@www.cycling74.com> Message-ID: <21423.47f3e166@www.cycling74.com> render to texture and process the texture with slabs. check out recipe 21 http://www.cycling74.com/story/2006/2/14/161736/108 From rob at robtherich.org Wed Apr 2 13:47:31 2008 From: rob at robtherich.org (Robert Ramirez) Date: Wed Apr 2 13:47:37 2008 Subject: [jitter] Re: GL feedback: what is it In-Reply-To: <213b2.47f34610@www.cycling74.com> Message-ID: <21427.47f3e2d2@www.cycling74.com> not trying to be an ass, but: http://en.wikipedia.org/wiki/Feedback basically, the some of the output is fed back into the input. the preview recipe has nothing to do with feedback. it uses texture readback, an entirely different concept. the scene is captured to a texture, and that texture is shared between two opengl contexts in order to have a gpu enabled preview screen (the texture is "readback" into the preview window context). From wesley.hoke at gmail.com Wed Apr 2 14:19:29 2008 From: wesley.hoke at gmail.com (Wesley Smith) Date: Wed Apr 2 14:19:36 2008 Subject: [jitter] nasty texture error In-Reply-To: References: Message-ID: <1079b050804021319t3e2fa867p83dd86efee639d68@mail.gmail.com> OS, full Jitter version please. I tried on 10.4.11 nvidia 8600M J1.6.3 without issue. wes On Wed, Apr 2, 2008 at 1:36 PM, joshua goldberg wrote: > i'm getting a field of these errors: > > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > jit.gl.texture: setting subteximage during submission.: GL Error: Invalid > value > > from this patch: > > #P window setfont "Sans Serif" 9.; > #P window linecount 1; > #P newex 191 404 255 196617 jit.gl.slab bork @file td.rota.jxs @param zoom > 1.5 1.5; > #P newex 186 464 201 196617 jit.gl.videoplane bork @transform_reset 2; > #P newex 196 376 229 196617 jit.gl.texture bork @name live @colormode uyvy; > #P message 253 305 33 196617 close; > #P message 214 305 30 196617 open; > #P newex 197 344 223 196617 jit.qt.grab 640 480 @input 1 @colormode uyvy; > #P message 375 135 70 196617 fullscreen \$1; > #P toggle 375 115 15 0; > #P newex 375 92 38 196617 sel 27; > #P newex 375 70 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 31 178 60 196617 0; > #P newex 34 269 416 196617 t b b b b b b b b b b b b b b b b b b b; > #P newex 34 245 40 196617 r stuff; > #P toggle 31 47 15 0; > #P newex 128 127 40 196617 s stuff; > #P newex 31 153 201 196617 jit.gl.render bork @erase_color 0. 0. 0. 1.; > #P newex 31 98 58 196617 t b b erase; > #P newex 31 73 57 196617 qmetro 33; > #P newex 375 156 274 196617 jit.window bork @floating 1 @depthbuffer 1 > @fsmenubar 0; > #P connect 19 0 18 0; > #P connect 17 0 19 0; > #P connect 14 0 17 0; > #P connect 7 7 14 0; > #P connect 16 0 14 0; > #P connect 15 0 14 0; > #P connect 13 0 0 0; > #P connect 12 0 13 0; > #P connect 11 0 12 0; > #P connect 10 0 11 0; > #P connect 2 1 4 0; > #P connect 9 0 1 1; > #P connect 6 0 7 0; > #P connect 3 0 8 0; > #P connect 2 0 3 0; > #P connect 2 2 3 0; > #P connect 1 0 2 0; > #P connect 5 0 1 0; > #P window clipboard copycount 20; > > is there an official guideline of how to avoid texture errors like this > while we're still on jit 1.6? > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wugmump at mac.com Wed Apr 2 14:38:30 2008 From: wugmump at mac.com (joshua goldberg) Date: Wed Apr 2 14:39:09 2008 Subject: [jitter] nasty texture error In-Reply-To: <1079b050804021319t3e2fa867p83dd86efee639d68@mail.gmail.com> References: <1079b050804021319t3e2fa867p83dd86efee639d68@mail.gmail.com> Message-ID: <86DBBF9A-301F-4B66-9CBE-8D8C8FAB02B1@mac.com> and when i re-instantiate, it's gone too. i guess i'm asking a meta question, because this is *never* a repeatable error. any good advice on how to steer clear of what makes this happen? On Apr 2, 2008, at 4:19 PM, Wesley Smith wrote: > OS, full Jitter version please. I tried on 10.4.11 nvidia 8600M > J1.6.3 without issue. > > wes > > On Wed, Apr 2, 2008 at 1:36 PM, joshua goldberg > wrote: >> i'm getting a field of these errors: >> >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> jit.gl.texture: setting subteximage during submission.: GL Error: >> Invalid >> value >> >> from this patch: >> >> #P window setfont "Sans Serif" 9.; >> #P window linecount 1; >> #P newex 191 404 255 196617 jit.gl.slab bork @file td.rota.jxs >> @param zoom >> 1.5 1.5; >> #P newex 186 464 201 196617 jit.gl.videoplane bork @transform_reset >> 2; >> #P newex 196 376 229 196617 jit.gl.texture bork @name live >> @colormode uyvy; >> #P message 253 305 33 196617 close; >> #P message 214 305 30 196617 open; >> #P newex 197 344 223 196617 jit.qt.grab 640 480 @input 1 @colormode >> uyvy; >> #P message 375 135 70 196617 fullscreen \$1; >> #P toggle 375 115 15 0; >> #P newex 375 92 38 196617 sel 27; >> #P newex 375 70 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 31 178 60 196617 0; >> #P newex 34 269 416 196617 t b b b b b b b b b b b b b b b b b b b; >> #P newex 34 245 40 196617 r stuff; >> #P toggle 31 47 15 0; >> #P newex 128 127 40 196617 s stuff; >> #P newex 31 153 201 196617 jit.gl.render bork @erase_color 0. 0. 0. >> 1.; >> #P newex 31 98 58 196617 t b b erase; >> #P newex 31 73 57 196617 qmetro 33; >> #P newex 375 156 274 196617 jit.window bork @floating 1 >> @depthbuffer 1 >> @fsmenubar 0; >> #P connect 19 0 18 0; >> #P connect 17 0 19 0; >> #P connect 14 0 17 0; >> #P connect 7 7 14 0; >> #P connect 16 0 14 0; >> #P connect 15 0 14 0; >> #P connect 13 0 0 0; >> #P connect 12 0 13 0; >> #P connect 11 0 12 0; >> #P connect 10 0 11 0; >> #P connect 2 1 4 0; >> #P connect 9 0 1 1; >> #P connect 6 0 7 0; >> #P connect 3 0 8 0; >> #P connect 2 0 3 0; >> #P connect 2 2 3 0; >> #P connect 1 0 2 0; >> #P connect 5 0 1 0; >> #P window clipboard copycount 20; >> >> is there an official guideline of how to avoid texture errors like >> this >> while we're still on jit 1.6? >> >> _______________________________________________ >> 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 Wed Apr 2 15:19:34 2008 From: doktorp at mac.com (vade) Date: Wed Apr 2 15:19:59 2008 Subject: [jitter] nasty texture error In-Reply-To: <86DBBF9A-301F-4B66-9CBE-8D8C8FAB02B1@mac.com> References: <1079b050804021319t3e2fa867p83dd86efee639d68@mail.gmail.com> <86DBBF9A-301F-4B66-9CBE-8D8C8FAB02B1@mac.com> Message-ID: <98A95EFF-AD9F-4724-AB2F-5E459249EC58@mac.com> Welcome to my world. If someone can track this shit down, really really nail it, id be impressed. Ive tried to locate the source of this patcher wise, and have failed and failed and failed and just gave up. This is one of the few small things that made me loose my fucking mind in large(ish) patches. Ive had this happen with many different patches on a HOST of systems, MBP 2.33/10.5.x and 10.4.11, Quad G5s with Quadro FX cards, Mac Pros with X1900s, etc. :( On Apr 2, 2008, at 4:38 PM, joshua goldberg wrote: > and when i re-instantiate, it's gone too. > > i guess i'm asking a meta question, because this is *never* a > repeatable error. any good advice on how to steer clear of what > makes this happen? > > On Apr 2, 2008, at 4:19 PM, Wesley Smith wrote: >> OS, full Jitter version please. I tried on 10.4.11 nvidia 8600M >> J1.6.3 without issue. >> >> wes >> >> On Wed, Apr 2, 2008 at 1:36 PM, joshua goldberg >> wrote: >>> i'm getting a field of these errors: >>> >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> jit.gl.texture: setting subteximage during submission.: GL Error: >>> Invalid >>> value >>> >>> from this patch: >>> >>> #P window setfont "Sans Serif" 9.; >>> #P window linecount 1; >>> #P newex 191 404 255 196617 jit.gl.slab bork @file td.rota.jxs >>> @param zoom >>> 1.5 1.5; >>> #P newex 186 464 201 196617 jit.gl.videoplane bork >>> @transform_reset 2; >>> #P newex 196 376 229 196617 jit.gl.texture bork @name live >>> @colormode uyvy; >>> #P message 253 305 33 196617 close; >>> #P message 214 305 30 196617 open; >>> #P newex 197 344 223 196617 jit.qt.grab 640 480 @input 1 >>> @colormode uyvy; >>> #P message 375 135 70 196617 fullscreen \$1; >>> #P toggle 375 115 15 0; >>> #P newex 375 92 38 196617 sel 27; >>> #P newex 375 70 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 31 178 60 196617 0; >>> #P newex 34 269 416 196617 t b b b b b b b b b b b b b b b b b b b; >>> #P newex 34 245 40 196617 r stuff; >>> #P toggle 31 47 15 0; >>> #P newex 128 127 40 196617 s stuff; >>> #P newex 31 153 201 196617 jit.gl.render bork @erase_color 0. 0. >>> 0. 1.; >>> #P newex 31 98 58 196617 t b b erase; >>> #P newex 31 73 57 196617 qmetro 33; >>> #P newex 375 156 274 196617 jit.window bork @floating 1 >>> @depthbuffer 1 >>> @fsmenubar 0; >>> #P connect 19 0 18 0; >>> #P connect 17 0 19 0; >>> #P connect 14 0 17 0; >>> #P connect 7 7 14 0; >>> #P connect 16 0 14 0; >>> #P connect 15 0 14 0; >>> #P connect 13 0 0 0; >>> #P connect 12 0 13 0; >>> #P connect 11 0 12 0; >>> #P connect 10 0 11 0; >>> #P connect 2 1 4 0; >>> #P connect 9 0 1 1; >>> #P connect 6 0 7 0; >>> #P connect 3 0 8 0; >>> #P connect 2 0 3 0; >>> #P connect 2 2 3 0; >>> #P connect 1 0 2 0; >>> #P connect 5 0 1 0; >>> #P window clipboard copycount 20; >>> >>> is there an official guideline of how to avoid texture errors like >>> this >>> while we're still on jit 1.6? >>> >>> _______________________________________________ >>> 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 panos.amelides at gmail.com Wed Apr 2 15:20:26 2008 From: panos.amelides at gmail.com (panos amelides) Date: Wed Apr 2 15:20:31 2008 Subject: [jitter] Pictures in Jitter Message-ID: <21430.47f3f89a@www.cycling74.com> Hi to all! I want to make an installation with pictures (photos) that appear after a distance sensor give a specific number. Can I do it in Jitter (I haven't seen the software yet, I only work in Max/MSP)?. Please help... panos From jazmatajz at gmx.net Wed Apr 2 15:26:25 2008 From: jazmatajz at gmx.net (jasmin) Date: Wed Apr 2 15:26:30 2008 Subject: [jitter] Re: nasty texture error In-Reply-To: Message-ID: <21432.47f3fa01@www.cycling74.com> hay I opened yours patch on my G5 with GeForce FX 5200 with no error massages. -- jaz From jazmatajz at gmx.net Wed Apr 2 15:34:24 2008 From: jazmatajz at gmx.net (jasmin) Date: Wed Apr 2 15:34:30 2008 Subject: [jitter] Re: Pictures in Jitter In-Reply-To: <21430.47f3f89a@www.cycling74.com> Message-ID: <21433.47f3fbe0@www.cycling74.com> If you are familiar with max/msp then it would be no problem for you to do it in jitter. Look at jitter tutorial or example patches. -- jaz From zachlayton at gmail.com Wed Apr 2 15:39:28 2008 From: zachlayton at gmail.com (zach) Date: Wed Apr 2 15:39:35 2008 Subject: [jitter] Re: nasty texture error In-Reply-To: <21432.47f3fa01@www.cycling74.com> References: <21432.47f3fa01@www.cycling74.com> Message-ID: <2e7e222c0804021439v70e5de4ande5c6d2295add5a@mail.gmail.com> me too. On Wed, Apr 2, 2008 at 5:26 PM, jasmin wrote: > > hay > I opened yours patch on my G5 with GeForce FX 5200 with no error massages. > -- > jaz > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > -- www.issueprojectroom.org www.darmstadtnewmusic.org www.zachlaytonindustries.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080402/5660462c/attachment.htm From doktorp at mac.com Wed Apr 2 15:40:13 2008 From: doktorp at mac.com (vade) Date: Wed Apr 2 15:40:24 2008 Subject: [jitter] Re: nasty texture error In-Reply-To: <21432.47f3fa01@www.cycling74.com> References: <21432.47f3fa01@www.cycling74.com> Message-ID: <0AE776B5-24FF-4DC4-85C5-9566E073E307@mac.com> I believe it is a corruption of some state saving code somewhere. I dont mean to be unhelpful or vague, but its intermittent, and dependent on fiddling with things for some time, and, eventually, state gets messed up somewhere in the stack and OpenGL is no longer happy. Ive found that resetting openGL state by sending jit.gl.render a drawto message (saw, draw to a matrix, and then draw to my accelerated window, one RIGHT after the other), is enough to usually rebuild the state. [drawto softwarematrix, drawto MYGLACCELERATEDWINDOW] Dan Winckler and I came up with that little workaround, and, it seems to mostly work, but I havent fiddled with it in a long time, Anyway... On Apr 2, 2008, at 5:26 PM, jasmin wrote: > > hay > I opened yours patch on my G5 with GeForce FX 5200 with no error > massages. > -- > jaz > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From jeanfrancois.charles at newflore.org Wed Apr 2 15:59:49 2008 From: jeanfrancois.charles at newflore.org (Jean-Fran=?ISO-8859-1?B?5w==?=ois Charles) Date: Wed Apr 2 15:59:38 2008 Subject: [jitter] Re: Pictures in Jitter In-Reply-To: <21433.47f3fbe0@www.cycling74.com> Message-ID: Actually, you may even be able to make it in Max/MSP (I don't remember how the quicktime movie can be played in max...) But of course, with Jitter, you will be able to make more things, such as fade in/out of images, etc. Jean-Fran?ois. > > If you are familiar with max/msp then it would be no problem for you to do > it in jitter. Look at jitter tutorial or example patches. > -- > jaz > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From dan at danwinckler.com Wed Apr 2 16:22:12 2008 From: dan at danwinckler.com (=?utf-8?B?RGFuIFdpbmNrbGVy?=) Date: Wed Apr 2 16:21:02 2008 Subject: [jitter] Re: nasty texture error In-Reply-To: <0AE776B5-24FF-4DC4-85C5-9566E073E307@mac.com> References: <21432.47f3fa01@www.cycling74.com><0AE776B5-24FF-4DC4-85C5-9566E073E307@mac.com> Message-ID: <1522670776-1207174845-cardhu_decombobulator_blackberry.rim.net-2057669315-@bxe114.bisx.prod.on.blackberry> Likewise, I was unable to isolate and reproduce this error, despite many tries. However, the drawto workaround got me through several occurences of the error in a 1/2 hour performance without crashes or having to restart Max. best, dan -----Original Message----- From: vade Date: Wed, 2 Apr 2008 17:40:13 To:jitter@cycling74.com Subject: Re: [jitter] Re: nasty texture error I believe it is a corruption of some state saving code somewhere. I dont mean to be unhelpful or vague, but its intermittent, and dependent on fiddling with things for some time, and, eventually, state gets messed up somewhere in the stack and OpenGL is no longer happy. Ive found that resetting openGL state by sending jit.gl.render a drawto message (saw, draw to a matrix, and then draw to my accelerated window, one RIGHT after the other), is enough to usually rebuild the state. [drawto softwarematrix, drawto MYGLACCELERATEDWINDOW] Dan Winckler and I came up with that little workaround, and, it seems to mostly work, but I havent fiddled with it in a long time, Anyway... On Apr 2, 2008, at 5:26 PM, jasmin wrote: > > hay > I opened yours patch on my G5 with GeForce FX 5200 with no error > massages. > -- > jaz > _______________________________________________ > 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 mikeman22 at hotmail.com Wed Apr 2 22:04:58 2008 From: mikeman22 at hotmail.com (Mike) Date: Wed Apr 2 22:05:01 2008 Subject: [jitter] Shader help Message-ID: <2143e.47f45769@www.cycling74.com> Hi, List, what would I ever do without you guys!! I am trying to use some shaders in this patch, but I can not figure it out. I am using the jit.gl.sketch capture texture method but am not able to apply a shader to the geometry I have captured to the texture. thanx in advance. max v2; #N vpatcher 74 41 1244 904; #P window setfont "Sans Serif" 9.; #P newex 30 213 33 9109513 r draw; #P objectname receive[2]; #P number 69 184 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[1]; #P message 69 206 56 9109513 dim \$1 \$1; #P newex 635 135 284 9109513 jit.window cymon @depthbuffer 1 @fsaa 6 @border 1 @floating 1; #P objectname jit.window; #P newex 69 291 54 9109513 s lowshape; #P newex 2 477 66 9109513 r lowshape; #P objectname receive[1]; #P flonum 243 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[18]; #P flonum 201 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[17]; #P flonum 161 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[16]; #P newex 181 455 86 9109513 pak scale 0 0 0; #P flonum 246 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[9]; #P flonum 206 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[8]; #P flonum 166 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[7]; #P newex 165 388 96 9109513 pak position 0 0 0; #P number 105 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[3]; #P number 67 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[2]; #P newex 67 455 106 9109513 pak blend_mode 0 0; #P toggle 290 366 14 0; #P objectname toggle[5]; #P message 261 388 85 9109513 auto_normals \$1; #P toggle 171 322 15 0; #P objectname toggle[4]; #P message 171 341 94 9109513 smooth_shading \$1; #P toggle 270 322 15 0; #P objectname toggle[3]; #P message 270 341 90 9109513 lighting_enable \$1; #P window linecount 2; #P newex 67 498 343 9109513 jit.gl.mesh cymon @blend_enable 1 @viewalign 1 @scale 1. 1 1 @depth_enable 1 @draw_mode tri_grid @lighting_enable 1 @color 1. 1. 1. 1. @auto_normals 1; #P objectname jit.gl.mesh; #P window linecount 1; #P newex 69 265 115 9109513 jit.matrix 12 float32 20 20; #P newex 69 240 290 9109513 jit.gl.gridshape @shape sphere @matrixoutput 1 @automatic 0; #P newex 67 580 77 9109513 jit.gl.slab cymon; #P objectname jit.gl.slab[2]; #P newex 501 118 418 9109513 jit.gl.videoplane cymon @automatic 0 @name scene_plane @transform_reset 2 @texture sc_tex; #P objectname jit.gl.videoplane; #P newex 764 101 155 9109513 jit.gl.texture cymon @name sc_tex; #P objectname jit.gl.texture; #N vpatcher 428 389 1028 789; #P window setfont "Sans Serif" 9.; #P message 184 153 142 9109513 reset \, drawobject scene_plane 0; #P newex 184 173 129 9109513 jit.gl.sketch test @layer 2; #P newex 26 54 48 9109513 loadbang; #P message 183 86 125 9109513 reset \, drawobject low_scene; #P newex 183 106 208 9109513 jit.gl.sketch test @layer 1 @capture sc_tex; #P fasten 2 0 1 0 31 77 188 77; #P connect 1 0 0 0; #P fasten 2 0 4 0 31 127 189 127; #P connect 4 0 3 0; #P pop 1; #P newobj 848 83 71 9109513 p rendermaster; #P newex 81 94 35 9109513 s draw; #P objectname receive[13]; #P message 263 53 29 9109513 reset; #P newex 263 77 292 9109513 jit.gl.handle cymon @inherit_transform 1 @auto_rotate 1 @visible 0; #P objectname handle; #P newex 71 68 56 9109513 t b b erase; #P newex 71 118 339 9109513 jit.gl.render cymon @erase_color 0. 0. 0. 1. @depth_enable 1 @blend_enable 1; #P objectname jit.gl.render; #P toggle 71 28 15 0; #P objectname toggle; #P newex 71 47 50 9109513 qmetro 30; #P window linecount 3; #P newex 67 608 194 9109513 jit.gl.videoplane cymon @automatic 0 @blend_enable 1 @transform_reset 2 @depth_enable 1 @name low_scene; #P objectname jit.gl.videoplane[3]; #P window setfont "Sans Serif" 24.; #P window linecount 1; #P comment 268 622 767 9109528 ?????????????? How do I apply a shader to this ???????????????; #P connect 33 0 15 0; #P connect 29 0 15 0; #P connect 25 0 15 0; #P connect 22 0 15 0; #P hidden connect 16 0 15 0; #P hidden connect 18 0 15 0; #P connect 20 0 15 0; #P connect 12 0 1 0; #P connect 37 0 36 0; #P connect 36 0 13 0; #P connect 38 0 13 0; #P connect 36 0 14 0; #P connect 13 0 14 0; #P connect 14 0 34 0; #P connect 3 0 2 0; #P connect 2 0 5 0; #P hidden fasten 6 0 4 0 268 116 76 116; #P connect 5 0 4 0; #P fasten 5 2 4 0 122 117 76 117; #P connect 5 1 8 0; #P connect 23 0 22 1; #P connect 24 0 22 2; #P connect 19 0 18 0; #P connect 26 0 25 1; #P connect 30 0 29 1; #P connect 27 0 25 2; #P connect 31 0 29 2; #P connect 28 0 25 3; #P connect 32 0 29 3; #P connect 21 0 20 0; #P connect 7 0 6 0; #P connect 17 0 16 0; #P pop; From wesley.hoke at gmail.com Wed Apr 2 22:43:39 2008 From: wesley.hoke at gmail.com (Wesley Smith) Date: Wed Apr 2 22:43:43 2008 Subject: [jitter] Shader help In-Reply-To: <2143e.47f45769@www.cycling74.com> References: <2143e.47f45769@www.cycling74.com> Message-ID: <1079b050804022143x78f69b2eua71f5009cc67cb4e@mail.gmail.com> There was so much wrong with your patch that I don't really have the energy right now to explain it all. Here's a fixed version. I deleted some objects and modified many others. Please examine the changes carefully. Deconstruct it. Extend it. This is how you will figure this stuff out. wes #P window setfont "Sans Serif" 9.; #P flonum 420 627 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[2]; #P window linecount 1; #P message 420 647 94 196617 param scale \$1 \$1; #P flonum 326 628 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[1]; #P message 326 648 92 196617 param offset \$1 0; #P newex 88 606 41 196617 r draw; #P objectname receive[3]; #P newex 68 269 42 196617 r draw; #P objectname receive[2]; #P number 129 244 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[1]; #P message 129 266 56 196617 dim \$1 \$1; #P window linecount 2; #P newex 131 201 284 196617 jit.window cymon @depthbuffer 1 @fsaa 6 @border 1 @floating 1; #P objectname jit.window; #P window linecount 1; #P newex 129 351 54 196617 s lowshape; #P newex 62 537 66 196617 r lowshape; #P objectname receive[1]; #P flonum 303 488 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[18]; #P flonum 261 488 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[17]; #P flonum 221 488 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[16]; #P newex 241 515 86 196617 pak scale 0 0 0; #P flonum 306 426 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[9]; #P flonum 266 426 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[8]; #P flonum 226 426 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[7]; #P newex 225 448 96 196617 pak position 0 0 0; #P number 165 488 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[3]; #P number 127 488 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[2]; #P newex 127 515 106 196617 pak blend_mode 0 0; #P toggle 350 426 14 0; #P objectname toggle[5]; #P message 321 448 85 196617 auto_normals \$1; #P toggle 231 382 15 0; #P objectname toggle[4]; #P message 231 401 94 196617 smooth_shading \$1; #P toggle 330 382 15 0; #P objectname toggle[3]; #P message 330 401 90 196617 lighting_enable \$1; #P window linecount 3; #P newex 127 558 308 196617 jit.gl.mesh cymon @blend_enable 1 @viewalign 1 @scale 1. 1 1 @depth_enable 1 @draw_mode tri_grid @lighting_enable 1 @color 1. 1. 1. 1. @auto_normals 1 @name low_scene @automatic 0; #P objectname jit.gl.mesh; #P window linecount 1; #P newex 129 325 144 196617 jit.matrix 12 float32 20 20; #P newex 129 300 290 196617 jit.gl.gridshape @shape sphere @matrixoutput 1 @automatic 0; #P newex 100 687 175 196617 jit.gl.slab cymon @file td.kaleido.jxs; #P objectname jit.gl.slab[2]; #P newex 100 663 174 196617 jit.gl.texture cymon @name sc_tex; #P objectname jit.gl.texture; #N vpatcher 428 389 844 606; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 25 28 48 196617 loadbang; #P window linecount 2; #P message 49 54 125 196617 reset \, drawobject low_scene; #P window linecount 1; #P newex 49 84 219 196617 jit.gl.sketch cymon @layer 1 @capture sc_tex; #P fasten 2 0 1 0 30 50 54 50; #P connect 1 0 0 0; #P pop 1; #P newobj 908 143 85 196617 p rendermaster; #P newex 141 154 49 196617 s draw; #P objectname receive[13]; #P message 323 113 29 196617 reset; #P newex 323 137 326 196617 jit.gl.handle cymon @inherit_transform 1 @auto_rotate 1 @visible 0; #P objectname handle; #P newex 131 128 56 196617 t b b erase; #P newex 131 178 373 196617 jit.gl.render cymon @erase_color 0. 0. 0. 1. @depth_enable 1 @blend_enable 1; #P objectname jit.gl.render; #P toggle 131 88 15 0; #P objectname toggle; #P newex 131 107 64 196617 qmetro 30; #P newex 100 712 365 196617 jit.gl.videoplane cymon @blend_enable 1 @transform_reset 2 @depth_enable 1; #P objectname jit.gl.videoplane[3]; #P window setfont "Sans Serif" 24.; #P comment 328 682 796 196632 ?????????????? How do I apply a shader to this ???????????????; #P connect 41 0 11 0; #P connect 42 0 41 0; #P connect 11 0 1 0; #P connect 10 0 11 0; #P connect 39 0 11 0; #P connect 40 0 39 0; #P connect 38 0 10 0; #P connect 32 0 14 0; #P connect 28 0 14 0; #P connect 24 0 14 0; #P connect 21 0 14 0; #P hidden connect 15 0 14 0; #P hidden connect 17 0 14 0; #P connect 19 0 14 0; #P connect 16 0 15 0; #P connect 7 0 6 0; #P connect 20 0 19 0; #P connect 31 0 28 3; #P connect 27 0 24 3; #P connect 30 0 28 2; #P connect 26 0 24 2; #P connect 29 0 28 1; #P connect 25 0 24 1; #P connect 18 0 17 0; #P connect 23 0 21 2; #P connect 22 0 21 1; #P connect 5 1 8 0; #P hidden fasten 6 0 4 0 328 176 136 176; #P connect 5 0 4 0; #P fasten 5 2 4 0 182 177 136 177; #P connect 2 0 5 0; #P connect 3 0 2 0; #P connect 13 0 33 0; #P connect 35 0 12 0; #P connect 35 0 13 0; #P connect 12 0 13 0; #P connect 37 0 12 0; #P connect 36 0 35 0; #P window clipboard copycount 43; From jitter at killingfrenzy.com Thu Apr 3 00:33:36 2008 From: jitter at killingfrenzy.com (Leo Mayberry) Date: Thu Apr 3 00:33:40 2008 Subject: [jitter] GL object inside another object with alphamap "windows" Message-ID: <21440.47f47a3d@www.cycling74.com> If you've ever seen one of those carved, wooden balls from Chine where you have a sphere inside a carved sphere inside a sphere; I want tot do something similar in Jitter. Here's a super basic patch that exhibits the problem I'm having. I can't seem to come up with the combination of modes to allow depth sensitivity with an alpha cutout. I'd like to be able to see both textures/movies front and back sides as they rotate about the center. See example patch below: max v2; #N vpatcher 385 83 1280 574; #P origin 7 0; #P user dial 10 165 40 40 360 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P user dial 11 218 40 40 360 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P window setfont "Sans Serif" 9.; #P number 52 216 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 1; #P newex 54 237 103 9109513 pak rotatexyz 90. 0. 0.; #P window linecount 3; #P newex 160 211 348 9109513 jit.gl.gridshape orby @shape sphere @automatic 0 @texture orbittext @color 1. 1. 1. 1. @depth_enable 1 @blend_enable 1 @lighting_enable 0 @smooth_shading 1 @tex_map 4 @scale 1. 1. 1. @position 0. 0. 0. @dim 320 240; #P number 52 167 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 1; #P newex 52 185 103 9109513 pak rotatexyz 90. 0. 0.; #P newex 265 109 408 9109513 jit.rota @boundmode 1 @anchor_x 160 @anchor_y 120 @zoom_x 0.25 @zoom_y 0.3 @interp 1; #B color 5; #P user jit.pwindow 323 41 82 62 0 1 0 0 1 0; #P message 265 43 26 9109513 read; #P newex 265 132 151 9109513 jit.gl.texture orby @name orbittext; #P newex 265 63 55 9109513 jit.qt.movie; #P toggle 108 39 15 0; #P newex 128 39 58 9109513 qmetro 33.3; #P newex 128 64 131 9109513 t b b b b b b b b b erase; #P newex 130 323 181 9109513 jit.window orby @interp 1 @depthbuffer 1; #P newex 130 299 389 9109513 jit.gl.render orby @depth_enable 1 @blend_enable 1 @erase_color 0 0 0 1 @scale 1. 1. 0.8; #P window linecount 3; #P newex 158 158 348 9109513 jit.gl.gridshape orby @shape sphere @automatic 0 @texture orbittext @color 1. 1. 1. 1. @depth_enable 1 @blend_enable 1 @lighting_enable 0 @smooth_shading 1 @tex_map 4 @scale 1. 1. 1. @position 0. 0. 0.02 @dim 320 240; #P window linecount 1; #P comment 70 39 100 9109513 1.Metro; #P comment 250 26 100 9109513 2.load movie; #P comment 9 146 100 9109513 Rotate objects; #P connect 20 0 15 0; #P connect 19 0 18 0; #P connect 15 0 14 2; #P connect 18 0 17 2; #P connect 8 0 7 0; #P connect 7 0 6 0; #P connect 6 0 4 0; #P connect 6 9 4 0; #P connect 6 1 3 0; #P connect 14 0 3 0; #P connect 17 0 16 0; #P connect 6 2 16 0; #P connect 11 0 9 0; #P connect 6 8 9 0; #P connect 9 0 13 0; #P connect 13 0 10 0; #P connect 9 0 12 0; #P pop; From thijskoerselman at gmail.com Thu Apr 3 03:09:27 2008 From: thijskoerselman at gmail.com (Thijs Koerselman) Date: Thu Apr 3 03:09:33 2008 Subject: [jitter] Re: Re: depth message wouldn't resolve trails ? In-Reply-To: <213ec.47f3b0dc@www.cycling74.com> References: <213ec.47f3b0dc@www.cycling74.com> Message-ID: On Wed, Apr 2, 2008 at 5:14 PM, Tobias Rosenberger < tobiasrosenberger@hotmail.com> wrote: > > thanks for that hint, wes' shader seems to be very useful for my achieved > effect. i am just curious why the textobject and only the textobject (also > true for 3dtext) blurs, even if it is not moved during render_erase at 0.. > Yeah sorry I didn't even pay attention to that apparently, when I saw what you we're trying to do. I just had another look at it, and strangely enough the text doesn't change on my computer. Not one bit. And you're right, it shouldn't in this situation I think. Weird thing is on my computer the text is blurred always. It looks like its drawn twice, with 2 pixel offset in x and y direction. That might just be because I'm on a dodgy computer at the moment. (windows xp+ firegl3100) It you want to draw things in 2D with pixel accurate positions, have a look at orthographic projection. You can set up the render context so that you draw things at pixel positions. It could make your life more easy. Just a thought. My only guess would be that, because you're drawing things in default opengl coordinates, your text position suffers from rounding errors somehow, and that would explain the blurring. But that's just a wild guess really. Thijs -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080403/fd51f020/attachment.htm From derrickgiscloux at free.fr Thu Apr 3 04:53:13 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Thu Apr 3 04:53:19 2008 Subject: [jitter] pointeur laser Message-ID: <21447.47f4b718@www.cycling74.com> Hello, I'd like to use a "pointeur laser" (in french), with Max. Some of them are recognized by powerpoint and keynote, others only by powerpoint. Does anyone had an any experience with that ? Which pointer to choose ? Which object could receive datas from it (I suppose many) ? thank you. macway proposals : http://www.macway.com/fr/advanced_search_result.php?keywords=pointeur&submitButton.x=0&submitButton.y=0 From jeremy at bootsquad.com Thu Apr 3 05:54:44 2008 From: jeremy at bootsquad.com (Jeremy Bernstein) Date: Thu Apr 3 05:54:49 2008 Subject: [jitter] Re: [bugreport] path reference is not updated by jit.qt.movie In-Reply-To: <1f483.47a8377d@www.cycling74.com> Message-ID: <21448.47f4c583@www.cycling74.com> What if the read fails? There's no way to deal with this internally without screwing something up for someone. Dispose early, dispose often. jb Quote: Mattijs wrote on Tue, 05 February 2008 11:16 ---------------------------------------------------- > Oh and btw, to cycling 74, as far as I am concerned it wouldn't be a bad idea to automatically dispose the movie before reading a new one.. > > Mattijs ---------------------------------------------------- From mattijs at smadsteck.nl Thu Apr 3 06:13:55 2008 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Thu Apr 3 06:14:01 2008 Subject: [jitter] Re: [bugreport] path reference is not updated by jit.qt.movie In-Reply-To: <21448.47f4c583@www.cycling74.com> Message-ID: <21449.47f4ca02@www.cycling74.com> Quote: Jeremy Bernstein wrote on Thu, 03 April 2008 13:54 ---------------------------------------------------- > What if the read fails? There's no way to deal with this internally without screwing something up for someone. Dispose early, dispose often. > > jb > Yep, my patch is a happy disposer now and everything works fine. Btw maybe it's an idea to add this to the help file somehow. Although.. as far as I know, other applications don't seem to have this issue. I don't know how they managed to do that but I can imagine the same thing might be applicable for Max? Mattijs From jeremy at bootsquad.com Thu Apr 3 07:51:50 2008 From: jeremy at bootsquad.com (Jeremy Bernstein) Date: Thu Apr 3 07:52:00 2008 Subject: [jitter] Re: [bugreport] path reference is not updated by jit.qt.movie In-Reply-To: <21449.47f4ca02@www.cycling74.com> Message-ID: <2144f.47f4e0f5@www.cycling74.com> Quote: Mattijs wrote on Thu, 03 April 2008 14:13 ---------------------------------------------------- > Quote: Jeremy Bernstein wrote on Thu, 03 April 2008 13:54 > ---------------------------------------------------- > > What if the read fails? There's no way to deal with this internally without screwing something up for someone. Dispose early, dispose often. > > Although.. as far as I know, other applications don't seem to have this issue. I don't know how they managed to do that but I can imagine the same thing might be applicable for Max? ---------------------------------------------------- Hard to tell. Most apps open a new window when you read a document. In our case, we replace the open file if and only if the read is successful. We can only tell that the read is successful by reading, before we close the open file. This may be an issue with Max's path cache, but for the time being, there's kind of nothing to be/that will be done about it. jb From wugmump at mac.com Thu Apr 3 08:10:58 2008 From: wugmump at mac.com (joshua goldberg) Date: Thu Apr 3 08:11:04 2008 Subject: [jitter] arbitrary 1d matrices FAST from rotated 2d field Message-ID: <80A9FE67-DA66-4925-B0CC-58D9865F888D@mac.com> hi all. i've got a video mapping problem. i have a series of 2d frames from a client, at resolution 600x600, that i need to resample in a particularly annoying way. i need to pull 75 1-dim lines of 32 pixels each from the image every frame. the lines i am sampling are almost all rotated in funny ways.- 17 degrees, 57 degrees, almost never 0 or 90. is there a more efficient way than submatrix-->rota-->submatrix to get these lines out of the image? basically i need to do arbitrary 1d scans of a 2d matrix. been knocking my head at this for hours, and it's annoying. ideas? From marius.schebella at gmail.com Thu Apr 3 08:28:18 2008 From: marius.schebella at gmail.com (marius schebella) Date: Thu Apr 3 08:28:36 2008 Subject: [jitter] arbitrary 1d matrices FAST from rotated 2d field In-Reply-To: <80A9FE67-DA66-4925-B0CC-58D9865F888D@mac.com> References: <80A9FE67-DA66-4925-B0CC-58D9865F888D@mac.com> Message-ID: <47F4E982.1050302@gmail.com> just curious, should the line readout be interpolating? marius. joshua goldberg wrote: > hi all. > > i've got a video mapping problem. i have a series of 2d frames from a > client, at resolution 600x600, that i need to resample in a particularly > annoying way. > > i need to pull 75 1-dim lines of 32 pixels each from the image every > frame. the lines i am sampling are almost all rotated in funny ways.- > 17 degrees, 57 degrees, almost never 0 or 90. > > is there a more efficient way than submatrix-->rota-->submatrix to get > these lines out of the image? basically i need to do arbitrary 1d scans > of a 2d matrix. > > been knocking my head at this for hours, and it's annoying. > > ideas? > > > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > From wugmump at mac.com Thu Apr 3 08:37:19 2008 From: wugmump at mac.com (joshua goldberg) Date: Thu Apr 3 08:37:28 2008 Subject: [jitter] arbitrary 1d matrices FAST from rotated 2d field In-Reply-To: <47F4E982.1050302@gmail.com> References: <80A9FE67-DA66-4925-B0CC-58D9865F888D@mac.com> <47F4E982.1050302@gmail.com> Message-ID: <127721E2-744E-4556-BC4B-61E1C8E79283@mac.com> yes. On Apr 3, 2008, at 10:28 AM, marius schebella wrote: > just curious, should the line readout be interpolating? > marius. > > joshua goldberg wrote: >> hi all. >> i've got a video mapping problem. i have a series of 2d frames >> from a client, at resolution 600x600, that i need to resample in a >> particularly annoying way. >> i need to pull 75 1-dim lines of 32 pixels each from the image >> every frame. the lines i am sampling are almost all rotated in >> funny ways.- 17 degrees, 57 degrees, almost never 0 or 90. >> is there a more efficient way than submatrix-->rota-->submatrix to >> get these lines out of the image? basically i need to do arbitrary >> 1d scans of a 2d matrix. >> been knocking my head at this for hours, and it's annoying. >> ideas? >> _______________________________________________ >> 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 derrickgiscloux at free.fr Thu Apr 3 09:07:09 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Thu Apr 3 09:07:16 2008 Subject: [jitter] td.rota.jxs-help.mxb : nothing ??! Message-ID: <21454.47f4f29b@www.cycling74.com> Hi again, Nothing appears when I start the "td.rota.jxs-help.mxb" patch Where am I wrong ? here's a copy : max v2; #N vpatcher 496 44 1133 745; #P toggle 275 219 15 0; #P window setfont "Sans Serif" 9.; #P window linecount 1; #P message 275 235 44 196617 thru \$1; #P message 224 235 47 196617 getstate; #P message 151 395 112 196617 name fa \, size 320 240; #P user jit.pwindow 150 415 322 242 0 1 0 0 1 0; #X name fa; #P newex 172 36 48 196617 loadbang; #P user jit.pwindow 44 208 82 62 0 1 0 0 1 0; #P number 551 144 35 9 0 4 3 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 551 165 73 196617 boundmode \$1; #P flonum 254 148 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 254 168 48 196617 theta \$1; #P flonum 502 145 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 466 145 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 466 165 82 196617 pak anchor 1. 1.; #P flonum 421 146 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 385 146 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 385 166 79 196617 pak offset 1. 1.; #P flonum 345 146 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 309 146 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 309 166 75 196617 pak zoom 1. 1.; #P newex 254 200 76 196617 prepend param; #P newex 317 286 32 196617 print; #P message 168 202 67 196617 getparamlist; #P newex 158 309 182 196617 jit.gl.videoplane fa @scale 1.333 1. 1.; #P newex 21 123 77 196617 jit.gl.render fa; #P newex 21 79 58 196617 t b b erase; #P window setfont "Sans Serif" 18.; #P comment 425 328 172 196626 td.rota.jxs; #P window setfont "Sans Serif" 9.; #P comment 426 353 171 196617 spatial rotation; #P newex 158 259 143 196617 jit.gl.slab fa @file td.rota.jxs; #P message 274 75 27 196617 stop; #P flonum 302 55 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 302 75 42 196617 rate \$1; #P message 172 57 76 196617 read bball.mov; #P flonum 62 37 35 9 0.5 0 1 3 0 0 0 221 221 221 222 222 222 0 0 0; #P toggle 21 37 15 0; #P newex 21 58 51 196617 qmetro 2; #P newex 158 127 144 196617 jit.qt.movie 320 240; #P connect 2 0 1 0; #P connect 1 0 11 0; #P fasten 11 2 12 0 74 105 26 105; #P connect 11 0 12 0; #P connect 0 0 30 0; #P connect 3 0 1 1; #P connect 33 0 32 0; #P fasten 4 0 0 0 177 117 163 117; #P fasten 7 0 0 0 279 117 163 117; #P fasten 5 0 0 0 307 117 163 117; #P fasten 11 1 0 0 50 117 163 117; #P connect 35 0 8 0; #P connect 34 0 8 0; #P fasten 14 0 8 0 173 223 163 223; #P fasten 16 0 8 0 259 223 163 223; #P connect 0 0 8 0; #P connect 8 0 13 0; #P connect 31 0 4 0; #P connect 27 0 26 0; #P fasten 23 0 16 0 471 194 259 194; #P fasten 17 0 16 0 314 194 259 194; #P fasten 20 0 16 0 390 194 259 194; #P connect 26 0 16 0; #P fasten 28 0 16 0 556 194 259 194; #P connect 36 0 35 0; #P connect 6 0 5 0; #P fasten 8 1 15 0 296 281 322 281; #P connect 18 0 17 1; #P connect 19 0 17 2; #P connect 21 0 20 1; #P connect 22 0 20 2; #P connect 24 0 23 1; #P connect 25 0 23 2; #P connect 29 0 28 0; #P pop; From jitter at killingfrenzy.com Thu Apr 3 12:00:16 2008 From: jitter at killingfrenzy.com (Leo Mayberry) Date: Thu Apr 3 12:00:23 2008 Subject: [jitter] Re: GL object inside another object with alphamap "windows" In-Reply-To: <21440.47f47a3d@www.cycling74.com> Message-ID: <21460.47f51b2f@www.cycling74.com> Switched to using "Sketch" instead of gridshape, and it just works as I would expect. I still don't understand why the other method generates such a mess, but I guess I'll just stop using gridshape for that sort of thing. Sketch example below: max v2; #N vpatcher 385 83 1280 574; #P origin 7 0; #P window setfont "Sans Serif" 9.; #P flonum 59 229 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 1; #P newex 119 228 40 9109513 slide; #P flonum 59 166 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 99 166 40 9109513 slide; #P button 476 49 15 0; #P newex 475 81 45 9109513 loadbang; #P newex 50 372 43 9109513 qlim 100; #N counter 1 0 360; #X flags 0 0; #P newobj 137 389 73 9109513 counter 1 0 360; #N counter 0 0 360; #X flags 0 0; #P newobj 135 361 73 9109513 counter 0 0 360; #P message 474 219 231 9109513 sphere 0.99 60 120 70 110 \, sphere 0.99 240 300 70 110; #P message 469 393 29 9109513 reset; #P window linecount 3; #P newex 168 222 303 9109513 jit.gl.sketch orby @automatic 0 @texture orbittext @color 1. 1. 1. 1. @depth_enable 1 @blend_enable 1 @lighting_enable 1 @smooth_shading 1 @tex_map 4 @scale 1. 1. 1. @position 0. 0. 0.02; #P window linecount 1; #P message 473 156 221 9109513 sphere 1. 60 120 70 110 \, sphere 1. 240 300 70 110; #P user dial 10 165 40 40 360 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P user dial 11 218 40 40 360 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P newex 57 252 103 9109513 pak rotatexyz 90. 0. 0.; #P newex 58 188 103 9109513 pak rotatexyz 90. 0. 0.; #P user jit.pwindow 323 41 82 62 0 1 0 0 1 0; #P message 265 43 26 9109513 read; #P newex 265 132 151 9109513 jit.gl.texture orby @name orbittext; #P newex 265 63 55 9109513 jit.qt.movie; #P toggle 108 39 15 0; #P newex 128 39 58 9109513 qmetro 33.3; #P newex 128 64 131 9109513 t b b b b b b b b b erase; #P newex 171 327 220 9109513 jit.window orby @interp 1 @depthbuffer 1 @fsaa 1; #P newex 168 279 507 9109513 jit.gl.render orby @depth_enable 1 @blend_enable 1 @erase_color 0 0 0 1 @scale 1. 1. 0.8 @light_position 0. 0. 1. 0.25; #P window linecount 3; #P newex 167 157 303 9109513 jit.gl.sketch orby @automatic 0 @texture orbittext @color 1. 1. 1. 1. @depth_enable 1 @blend_enable 1 @lighting_enable 1 @smooth_shading 1 @tex_map 4 @scale 1. 1. 1. @position 0. 0. 0.02; #P window linecount 1; #P comment 70 39 100 9109513 1.Metro; #P comment 250 26 100 9109513 2.load movie; #P comment 9 146 100 9109513 Rotate objects; #P connect 21 0 16 0; #P connect 22 0 15 0; #P connect 6 3 23 0; #P connect 16 0 27 0; #P connect 15 0 29 0; #P connect 27 0 26 0; #P connect 29 0 28 0; #P connect 28 0 14 2; #P connect 26 0 13 2; #P connect 8 0 7 0; #P connect 7 0 6 0; #P connect 23 0 21 0; #P connect 23 0 22 0; #P connect 19 0 3 0; #P connect 6 1 3 0; #P connect 13 0 3 0; #P connect 17 0 3 0; #P connect 19 0 18 0; #P connect 6 2 18 0; #P connect 14 0 18 0; #P connect 20 0 18 0; #P connect 6 0 4 0; #P connect 6 9 4 0; #P connect 6 8 9 0; #P connect 11 0 9 0; #P connect 9 0 10 0; #P connect 9 0 12 0; #P connect 24 0 17 0; #P connect 24 0 20 0; #P connect 25 0 24 0; #P pop; From mikeman22 at hotmail.com Thu Apr 3 13:55:23 2008 From: mikeman22 at hotmail.com (Mike) Date: Thu Apr 3 13:55:29 2008 Subject: [jitter] Re: Render erase color In-Reply-To: <20de9.47e5ba63@www.cycling74.com> Message-ID: <21464.47f5362b@www.cycling74.com> When I try to use your co.accum.jsx shader I get this message. error: jit_xml_document: error reading file at byte offset 1079 / no element found • error: line (44): • error: jit.gl.shader: error reading shader xml file 'C:/Program Files/Cycling '74/MaxMSP 4.6/Cycling '74/jitter-shaders/composite/co.accum.jxs' Whats going on? Ive attached a patch so you can show me how to use it. max v2; #N vpatcher 74 41 1244 904; #P window setfont "Sans Serif" 9.; #P newex 30 213 33 9109513 r draw; #P objectname receive[2]; #P number 69 184 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[1]; #P message 69 206 56 9109513 dim \$1 \$1; #P newex 635 135 284 9109513 jit.window cymon @depthbuffer 1 @fsaa 6 @border 1 @floating 1; #P objectname jit.window; #P newex 69 291 54 9109513 s lowshape; #P newex 2 477 66 9109513 r lowshape; #P objectname receive[1]; #P flonum 243 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[18]; #P flonum 201 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[17]; #P flonum 161 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[16]; #P newex 181 455 86 9109513 pak scale 0 0 0; #P flonum 246 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[9]; #P flonum 206 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[8]; #P flonum 166 366 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname flonum[7]; #P newex 165 388 96 9109513 pak position 0 0 0; #P number 105 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[3]; #P number 67 428 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0; #P objectname number[2]; #P newex 67 455 106 9109513 pak blend_mode 0 0; #P toggle 290 366 14 0; #P objectname toggle[5]; #P message 261 388 85 9109513 auto_normals \$1; #P toggle 171 322 15 0; #P objectname toggle[4]; #P message 171 341 94 9109513 smooth_shading \$1; #P toggle 270 322 15 0; #P objectname toggle[3]; #P message 270 341 90 9109513 lighting_enable \$1; #P window linecount 2; #P newex 67 498 343 9109513 jit.gl.mesh cymon @blend_enable 1 @viewalign 1 @scale 1. 1 1 @depth_enable 1 @draw_mode tri_grid @lighting_enable 1 @color 1. 1. 1. 1. @auto_normals 1; #P objectname jit.gl.mesh; #P window linecount 1; #P newex 69 265 115 9109513 jit.matrix 12 float32 20 20; #P newex 69 240 290 9109513 jit.gl.gridshape @shape sphere @matrixoutput 1 @automatic 0; #P newex 67 580 77 9109513 jit.gl.slab cymon; #P objectname jit.gl.slab[2]; #P newex 501 118 418 9109513 jit.gl.videoplane cymon @automatic 0 @name scene_plane @transform_reset 2 @texture sc_tex; #P objectname jit.gl.videoplane; #P newex 764 101 155 9109513 jit.gl.texture cymon @name sc_tex; #P objectname jit.gl.texture; #N vpatcher 428 389 1028 789; #P window setfont "Sans Serif" 9.; #P message 184 153 142 9109513 reset \, drawobject scene_plane 0; #P newex 184 173 129 9109513 jit.gl.sketch test @layer 2; #P newex 26 54 48 9109513 loadbang; #P message 183 86 125 9109513 reset \, drawobject low_scene; #P newex 183 106 208 9109513 jit.gl.sketch test @layer 1 @capture sc_tex; #P fasten 2 0 1 0 31 77 188 77; #P connect 1 0 0 0; #P fasten 2 0 4 0 31 127 189 127; #P connect 4 0 3 0; #P pop 1; #P newobj 848 83 71 9109513 p rendermaster; #P newex 81 94 35 9109513 s draw; #P objectname receive[13]; #P message 263 53 29 9109513 reset; #P newex 263 77 292 9109513 jit.gl.handle cymon @inherit_transform 1 @auto_rotate 1 @visible 0; #P objectname handle; #P newex 71 68 56 9109513 t b b erase; #P newex 71 118 339 9109513 jit.gl.render cymon @erase_color 0. 0. 0. 1. @depth_enable 1 @blend_enable 1; #P objectname jit.gl.render; #P toggle 71 28 15 0; #P objectname toggle; #P newex 71 47 50 9109513 qmetro 30; #P window linecount 3; #P newex 67 608 194 9109513 jit.gl.videoplane cymon @automatic 0 @blend_enable 1 @transform_reset 2 @depth_enable 1 @name low_scene; #P objectname jit.gl.videoplane[3]; #P window setfont "Sans Serif" 24.; #P window linecount 1; #P comment 268 622 767 9109528 ?????????????? How do I apply a shader to this ???????????????; #P connect 33 0 15 0; #P connect 29 0 15 0; #P connect 25 0 15 0; #P connect 22 0 15 0; #P hidden connect 16 0 15 0; #P hidden connect 18 0 15 0; #P connect 20 0 15 0; #P connect 12 0 1 0; #P connect 37 0 36 0; #P connect 36 0 13 0; #P connect 38 0 13 0; #P connect 36 0 14 0; #P connect 13 0 14 0; #P connect 14 0 34 0; #P connect 3 0 2 0; #P connect 2 0 5 0; #P hidden fasten 6 0 4 0 268 116 76 116; #P connect 5 0 4 0; #P fasten 5 2 4 0 122 117 76 117; #P connect 5 1 8 0; #P connect 23 0 22 1; #P connect 24 0 22 2; #P connect 19 0 18 0; #P connect 26 0 25 1; #P connect 30 0 29 1; #P connect 27 0 25 2; #P connect 31 0 29 2; #P connect 28 0 25 3; #P connect 32 0 29 3; #P connect 21 0 20 0; #P connect 7 0 6 0; #P connect 17 0 16 0; #P pop; Thanks wes From mikeman22 at hotmail.com Thu Apr 3 14:41:24 2008 From: mikeman22 at hotmail.com (Mike) Date: Thu Apr 3 14:41:39 2008 Subject: [jitter] Re: Render erase color In-Reply-To: <20de9.47e5ba63@www.cycling74.com> Message-ID: <21465.47f540f4@www.cycling74.com> The trouble seems to lay in the mesh. How can I get what is outputted from the mesh to a videoplane so that I can put a shader on it? From rob at robtherich.org Thu Apr 3 16:03:02 2008 From: rob at robtherich.org (Robert Ramirez) Date: Thu Apr 3 16:03:11 2008 Subject: [jitter] Re: Render erase color In-Reply-To: <21465.47f540f4@www.cycling74.com> Message-ID: <21467.47f55415@www.cycling74.com> @capture on the gl.mesh. please see the Scene Process jitter recipe. all the answers are there. #P window setfont "Sans Serif" 9.; #P window linecount 4; #P comment 541 335 371 196617 This patch demonstrates a technique for doing matrix-style processing on an openGL scene without reading back to the CPU. This allows you to add a variety of processing effects to your live OpenGL patch without encountering much loss of frame rate. Another incentive to look at those shaders...; #P window linecount 1; #P comment 951 348 169 196617 andrewb@cycling74.com; #P comment 789 279 80 196617 scale_bias filter; #P comment 609 179 132 196617 dodge composite (feedback); #P comment 702 233 64 196617 gaussian blur; #P comment 601 79 201 196617 this is our render destination for the nurbs; #P user jit.fpsgui 34 351 60 196617 0; #P flonum 624 113 42 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 624 133 88 196617 param amount \$1; #P newex 120 116 56 196617 qlim 1000; #P newex 120 137 124 196617 jit.matrix 3 float32 10 5; #P message 1053 155 43 196617 \$1 400; #P newex 1053 174 40 196617 line 0.; #P newex 1053 136 41 196617 * 0.03; #P newex 1053 116 64 196617 random 100; #P message 988 155 43 196617 \$1 400; #P newex 988 174 40 196617 line 0.; #P newex 988 136 41 196617 * 0.03; #P newex 988 116 64 196617 random 100; #P message 923 155 43 196617 \$1 400; #P newex 923 174 40 196617 line 0.; #P newex 923 136 41 196617 * 0.03; #P newex 923 116 64 196617 random 100; #P message 814 154 43 196617 \$1 400; #P newex 814 172 40 196617 line 0.; #P newex 833 69 50 196617 qlim 500; #P hidden newex 491 15 48 196617 loadbang; #P hidden message 491 35 14 196617 0; #P toggle 541 14 47 0; #P newex 541 107 27 196617 + 1; #P newex 541 135 38 196617 gate 2; #P flonum 1005 210 38 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 966 210 38 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 923 210 42 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 922 231 135 196617 pak param scale 1. 1. 1.; #P newex 569 260 300 196617 jit.gl.slab cracks @file cc.scalebias.jxs @dim 320 240 @adapt 0; #P newex 569 160 171 196617 jit.gl.slab cracks @file co.dodge.jxs; #P newex 814 94 29 196617 gate; #P number 63 237 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P message 63 257 56 196617 dim \$1 \$1; #P newex 120 198 177 196617 jit.matrix 3 float32 20 20 @interp 1; #P newex 120 217 184 196617 jit.slide @slide_up 50 @slide_down 50; #P newex 814 135 103 196617 expr $i1*0.02-0.01; #P newex 814 115 64 196617 random 200; #P message 813 195 81 196617 param width \$1; #P newex 569 288 203 196617 jit.gl.videoplane cracks @scale 1.333 1. 1.; #P newex 569 214 197 196617 jit.gl.slab cracks @file cf.gaussian.2p.jxs; #P newex 569 92 233 196617 jit.gl.texture cracks @name super @dim 640 480; #P newex 236 256 271 196617 jit.gl.handle cracks @inherit_transform 1 @auto_rotate 1; #P message 236 237 34 196617 reset; #P newex 120 237 115 196617 jit.dimmap @invert 1 1; #P newex 120 257 91 196617 prepend ctlmatrix; #P window linecount 2; #P newex 120 284 311 196617 jit.gl.nurbs cracks @color 0.8 0.7 0.3 0.6 @capture super @rotate 20. 60. 0. 0. @blend_enable 1 @poly_mode 1 0 @lighting_enable 1; #P window linecount 1; #P newex 34 45 74 196617 t erase b b b b; #P newex 34 330 229 196617 jit.gl.render cracks @erase_color 0.2 0.1 0.1 1.; #P window linecount 2; #P newex 120 159 226 196617 jit.expr @expr "jit.noise()*0.5-0.5+snorm[0]" "jit.noise()*4.-2." "snorm[1]" @cache 0; #P window linecount 1; #P newex 86 25 162 196617 jit.window cracks @size 640 480; #P toggle 4 25 29 0; #P newex 34 25 51 196617 qmetro 5; #P window linecount 3; #P comment 589 19 57 196617 turn on/off slab processing; #P window setfont "Sans Serif" 24.; #P window linecount 1; #P comment 950 320 169 196632 SceneProcess; #P connect 49 0 48 0; #P connect 47 0 49 0; #P connect 46 0 47 0; #P connect 23 0 17 0; #P fasten 23 0 38 0 819 112 928 112; #P fasten 23 0 42 0 822 112 993 112; #P fasten 23 0 46 0 820 112 1058 112; #P fasten 29 0 26 4 1010 227 1051 227; #P fasten 28 0 26 3 971 227 1020 227; #P connect 48 0 29 0; #P connect 45 0 44 0; #P connect 43 0 45 0; #P connect 42 0 43 0; #P fasten 27 0 26 2 928 227 989 227; #P connect 44 0 28 0; #P connect 40 0 27 0; #P connect 41 0 40 0; #P connect 39 0 41 0; #P connect 38 0 39 0; #P connect 35 0 23 1; #P hidden fasten 7 4 35 0 103 65 838 65; #P connect 37 0 36 0; #P connect 18 0 37 0; #P connect 17 0 18 0; #P connect 32 0 31 0; #P fasten 32 0 23 0 546 65 819 65; #P connect 36 0 16 0; #P connect 25 0 15 0; #P fasten 25 0 24 1 574 281 561 281 561 155 735 155; #P connect 53 0 52 0; #P fasten 30 0 15 0 546 281 574 281; #P connect 14 0 25 0; #P fasten 26 0 25 0 927 255 574 255; #P fasten 16 0 14 0 818 210 574 210; #P connect 24 0 14 0; #P connect 30 1 24 0; #P fasten 52 0 24 0 629 155 574 155; #P connect 13 0 30 1; #P fasten 7 3 13 0 87 81 574 81; #P connect 31 0 30 0; #P hidden fasten 33 0 31 0 496 104 546 104; #P hidden connect 34 0 33 0; #P connect 11 0 12 0; #P fasten 21 0 8 0 68 277 125 277; #P connect 9 0 8 0; #P fasten 12 0 8 0 241 277 125 277; #P connect 10 0 9 0; #P connect 19 0 10 0; #P connect 20 0 19 0; #P connect 5 0 20 0; #P fasten 7 2 51 0 71 111 125 111; #P fasten 7 2 20 0 71 191 125 191; #P connect 50 0 5 0; #P connect 51 0 50 0; #P connect 22 0 21 0; #P connect 6 0 54 0; #P connect 7 0 6 0; #P fasten 7 1 6 0 55 196 39 196; #P connect 2 0 7 0; #P hidden connect 3 0 2 0; #P window clipboard copycount 61; From mikeman22 at hotmail.com Thu Apr 3 16:18:59 2008 From: mikeman22 at hotmail.com (Mike) Date: Thu Apr 3 16:19:04 2008 Subject: [jitter] Re: Render erase color In-Reply-To: <20de9.47e5ba63@www.cycling74.com> Message-ID: <21468.47f557d3@www.cycling74.com> Cool. Just wondering if there is a sketch drawing command like the drawobject that can be used to capture jit.gl.mesh? From tedor2 at citromail.hu Thu Apr 3 23:50:26 2008 From: tedor2 at citromail.hu (tedor) Date: Thu Apr 3 23:50:34 2008 Subject: [jitter] Record into a buffer without knowing how long it is going to be Message-ID: <2146d.47f5c19f@www.cycling74.com> dear Reader, I wonder how it is possible to record live into a buffer~ without adjusting the buffers length (like buffer~ rec 2000)... as I do not know how long the recording is going to be, and I want to make sure the buffer~ starts when I start recording and ends when I stop. All help appreciated, Krisztian max v2; #N vpatcher 11 53 772 682; #P window setfont "Sans Serif" 9.; #P user number~ 375 286 414 301 9 3 3 2 0. 0. 0 0. 50 0. 0 0 0 221 221 221 222 222 222 0 0 0; #P window setfont "Sans Serif" 12.; #P window linecount 1; #P comment 446 144 72 196620 SOUND 3; #P window setfont "Sans Serif" 9.; #P newex 407 226 29 196617 adc~; #P toggle 375 226 15 0; #P newex 375 249 60 196617 record~ s3; #P message 373 147 41 196617 replace; #P newex 373 188 91 196617 buffer~ s3 10000; #P user panel 369 141 152 131; #X brgb 191 191 191; #X frgb 0 0 0; #X border 1; #X rounded 0; #X shadow 0; #X done; #P user number~ 207 287 246 302 9 3 3 2 0. 0. 0 0. 50 0. 0 0 0 221 221 221 222 222 222 0 0 0; #P user number~ 32 286 71 301 9 3 3 2 0. 0. 0 0. 50 0. 0 0 0 221 221 221 222 222 222 0 0 0; #P window setfont "Sans Serif" 12.; #P comment 278 145 72 196620 SOUND 2; #P window setfont "Sans Serif" 9.; #P newex 239 227 29 196617 adc~; #P toggle 207 227 15 0; #P newex 207 250 60 196617 record~ s2; #P message 205 148 41 196617 replace; #P newex 205 189 85 196617 buffer~ s2 1000; #P user panel 201 142 152 131; #X brgb 191 191 191; #X frgb 0 0 0; #X border 1; #X rounded 0; #X shadow 0; #X done; #P user ezdac~ 63 62 107 95 0; #P window setfont "Sans Serif" 12.; #P comment 103 145 72 196620 SOUND 1; #P window setfont "Sans Serif" 9.; #P newex 64 227 29 196617 adc~; #P toggle 32 227 15 0; #P newex 32 250 60 196617 record~ s1; #P message 30 148 41 196617 replace; #P newex 30 189 58 196617 buffer~ s1; #P user panel 26 142 152 131; #X brgb 191 191 191; #X frgb 0 0 0; #X border 1; #X rounded 0; #X shadow 0; #X done; #P window linecount 5; #P comment 540 146 100 196617 I would like to have just the recorded material in the buffer \, how is that possible?; #P hidden connect 3 0 2 0; #P connect 5 0 4 0; #P hidden fasten 6 0 4 0 69 246 37 246; #P connect 6 1 4 0; #P connect 4 0 16 0; #P hidden connect 11 0 10 0; #P connect 13 0 12 0; #P hidden fasten 14 0 12 0 244 246 212 246; #P connect 14 1 12 0; #P connect 12 0 17 0; #P hidden connect 20 0 19 0; #P connect 22 0 21 0; #P hidden fasten 23 0 21 0 412 245 380 245; #P connect 23 1 21 0; #P connect 21 0 25 0; #P pop; From derrickgiscloux at free.fr Fri Apr 4 04:07:29 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Fri Apr 4 04:07:38 2008 Subject: [jitter] Re: td.rota.jxs-help.mxb : nothing ??! In-Reply-To: <21454.47f4f29b@www.cycling74.com> Message-ID: <21475.47f5fde0@www.cycling74.com> Hello, The finding from the forum didn't allow me to resolve the problem for use a rota shader. Many solutions are suggested, but if I copy-paste and rename as (for example) td.rota2.jxs I get error messages like : ______________________________Max_________________________ • error: jit_xml_document: error reading file at byte offset 3849 / not well-formed (invalid token) • error: line (134): > • error: jit.gl.shader: error reading shader xml file 'kyred:/Users/derrickgiscloux/Desktop/td.rota4.jxs' or • error: jit_xml_document: error reading file at byte offset 3 / syntax error • error: line (4): varying vec2 texcoord0; • error: jit.gl.shader: error reading shader xml file 'kyred:/Users/derrickgiscloux/Desktop/wes2.jxs' From derrickgiscloux at free.fr Fri Apr 4 04:13:58 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Fri Apr 4 04:14:02 2008 Subject: [jitter] Re: td.rota.jxs-help.mxb : nothing ??! In-Reply-To: <21454.47f4f29b@www.cycling74.com> Message-ID: <21476.47f5ff66@www.cycling74.com> ... my system is : PowerBook G4 1.25GHz - 1Go OS X.4.11 ATI Mobility Radeon 9600 MaxMSP 4.6.3 - Jitter 1.6.3 From derrickgiscloux at free.fr Fri Apr 4 05:27:47 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Fri Apr 4 05:27:55 2008 Subject: [jitter] rotate opening a door Message-ID: <21478.47f610b3@www.cycling74.com> Hello, Is there a way to rotate an object not by the center (as rotate or rotatexyz messages can do) but like you open a door for example ? thank you. From derrickgiscloux at free.fr Fri Apr 4 05:29:58 2008 From: derrickgiscloux at free.fr (Derrick Giscloux) Date: Fri Apr 4 05:30:04 2008 Subject: [jitter] Re: rotate opening a door In-Reply-To: <21478.47f610b3@www.cycling74.com> Message-ID: <21479.47f61135@www.cycling74.com> another example, jit.gl.text3d allows that with "align" message. From thijskoerselman at gmail.com Fri Apr 4 06:33:10 2008 From: thijskoerselman at gmail.com (Thijs Koerselman) Date: Fri Apr 4 06:33:21 2008 Subject: [jitter] rotate opening a door In-Reply-To: <21478.47f610b3@www.cycling74.com> References: <21478.47f610b3@www.cycling74.com> Message-ID: On Fri, Apr 4, 2008 at 12:27 PM, Derrick Giscloux wrote: > > Is there a way to rotate an object not by the center (as rotate or > rotatexyz messages can do) but like you open a door for example ? > > If you use jit.gl objects and with drawraw instead of draw/bang you control the T/R/S yourself. If you use normal draw() the object is doing a local-to-world transformation by applying scale->rotate->translate with the set attributes (scale/rotate/position). The same would be if you do (pseudo code): glScale(object.scale) glRotate(object.rotate) glTranslate(object.position) object.drawraw() The advantage of using drawraw would be that you can add and change this local-to-world transformation in any way you like. For a door to rotate around its edge, you would add something like: glTranslate(object.widt/2, 0, 0) glRotate(doorRotation) Note that the order of translate/rotate is different here. Order of function calls is extremely important. You'll get something completely different if you reverse the order. A lot of times I figure these things out with a bit of trial-and-error, so I can't tell you from the top of my head in which order the above should be combined to get the right result. You can find proper info on these things in the opengl redbook (or any book including basic 3d math) and numerous online resources. You could do the above with jit.gl.sketch, JS, Lua, C, ... Hope this helps. Thijs -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080404/01af8f17/attachment.htm From mattijs at smadsteck.nl Fri Apr 4 06:43:02 2008 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Fri Apr 4 06:43:14 2008 Subject: [jitter] Re: Texture displays differently when using matrixoutput on jit.gl.model In-Reply-To: <21308.47f2533f@www.cycling74.com> Message-ID: <2147d.47f62255@www.cycling74.com> Quote: Bas van der Graaff wrote on Tue, 01 April 2008 17:22 ---------------------------------------------------- > Hi Board, > > A problem i stumbled across while using jit.gl.model is that the texture looks different when turning matrixoutput on. I can reproduce. I guess this classifies as a bug? Mattijs From akinsel at tcd.ie Fri Apr 4 06:52:13 2008 From: akinsel at tcd.ie (Harrison Ford) Date: Fri Apr 4 06:52:20 2008 Subject: [jitter] Jit.boids3D Message-ID: <2147f.47f6247c@www.cycling74.com> Hi, Am trying to get open gl models into Wesley Smiths jit boids 3d patch, so as the models are the boids elements in effect..... cant figure out how to get jit.gl.model to fit within the patch...anyone any ideas? I know you can use jit.gl.mesh, and jit.gridshape, but really need to get my own models in...presume it must be possible, Any help would be much appreciated.... From mattijs at smadsteck.nl Fri Apr 4 06:55:12 2008 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Fri Apr 4 06:55:17 2008 Subject: [jitter] Re: Record into a buffer without knowing how long it is going to be In-Reply-To: <2146d.47f5c19f@www.cycling74.com> Message-ID: <21481.47f62530@www.cycling74.com> Moving this thread to the MaxMSP forum. From i_i at gmx.net Fri Apr 4 06:55:16 2008 From: i_i at gmx.net (nesa) Date: Fri Apr 4 06:55:23 2008 Subject: [jitter] Re: Texture displays differently when using matrixoutput on jit.gl.model In-Reply-To: <2147d.47f62255@www.cycling74.com> Message-ID: <21482.47f62534@www.cycling74.com> I can reproduce as well... But besides fixing this bug, it would be cool if we could access jit.gl.models internal jit.gl.texture objects, like sendinput for jit.gl.slab... From per at soon.com Fri Apr 4 07:07:55 2008 From: per at soon.com (Bas van der Graaff) Date: Fri Apr 4 07:08:02 2008 Subject: [jitter] Re: Texture displays differently when using matrixoutput on jit.gl.model In-Reply-To: <21308.47f2533f@www.cycling74.com> Message-ID: <21483.47f6282a@www.cycling74.com> Okay, I got a little bit further. Using a separate texture will al least allow the texture to look the same regardless of the matrixoutput attribute. Downside of this approach is that I now need to get the texture file from the .obj file. Also, only one group is drawn, namely the last one to enter jit.gl.mesh. Using a poly~ should solve this, but i think it's a lot of work just to get something like this working. #P window setfont "Sans Serif" 9.; #P window linecount 1; #P newex 160 297 105 196617 jit.unpack 1 @jump 5; #P message 82 144 53 196617 enable \$1; #P message 426 225 42 196617 skin.tif; #P newex 426 248 68 196617 prepend read; #P newex 426 270 154 196617 jit.gl.texture mdl @name mytex; #P button 15 117 15 0; #P newex 15 144 48 196617 loadbang; #P toggle 122 40 15 0; #P message 138 144 121 196617 matrixoutput \$1; #P message 162 225 73 196617 read apple.obj; #P message 99 372 50 196617 reset; #P newex 99 392 155 196617 jit.gl.handle mdl @auto_rotate 1; #P newex 15 225 57 196617 qmetro 20; #P newex 15 272 50 196617 t b erase; #P newex 15 392 80 196617 jit.gl.render mdl; #P newex 15 418 311 196617 jit.window mdl @depthbuffer 1 @rect 614 76 934 316 @floating 0; #P window linecount 2; #P newex 160 336 267 196617 jit.gl.mesh mdl @draw_mode triangles @texture mytex @smooth_shading 1 @lighting_enable 0 @color 1. 1. 1. 1.; #P newex 160 248 263 196617 jit.gl.model mdl @depth_enable 1 @smooth_shading 1 @material_mode 2 @lighting_enable 0 @color 1. 1. 1. 1.; #B color 5; #P connect 6 0 0 0; #P connect 6 0 1 0; #P connect 7 0 6 0; #P connect 10 0 16 0; #P connect 10 0 9 0; #P connect 11 0 5 0; #P connect 11 0 8 0; #P connect 11 0 15 0; #P connect 14 0 13 0; #P connect 15 0 14 0; #P connect 17 0 1 0; #P connect 16 0 1 0; #P connect 0 0 17 0; #P connect 9 0 0 0; #P connect 8 0 0 0; #P connect 4 0 3 0; #P connect 4 1 3 0; #P connect 5 0 4 0; #P connect 12 0 11 0; #P window clipboard copycount 18; -- SmadSteck - http://www.smadsteck.nl Hard- and software for interactive audiovisual sampling From zseldess at hotmail.com Fri Apr 4 08:00:13 2008 From: zseldess at hotmail.com (Zachary Seldess) Date: Fri Apr 4 08:00:21 2008 Subject: [jitter] Re: rotate opening a door In-Reply-To: <21479.47f61135@www.cycling74.com> Message-ID: <21486.47f6346c@www.cycling74.com> Here's an quick example achieved by rotating the render context. Doing this with object-space transformations is very possible, it just takes a bit more time. I don't think there's a built-in way to offset the rotational center of an object, so you'd need to use a bit of trig and simultaneously rotate and reposition. I can do this later maybe when I have more time. Or perhaps I'm wrong about there being no built-in way?? best, Zachary max v2; #N vpatcher 767 104 1085 487; #P window setfont "Sans Serif" 9.; #P hidden newex 159 22 72 196617 loadmess 270; #P newex 159 182 39 196617 !- 360; #P newex 159 158 40 196617 % 360; #P newex 159 134 31 196617 + 90; #P user dial 159 41 85 85 359 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P flonum 197 206 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 159 206 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 123 226 108 196617 pak rotatexyz 0. 0. 0.; #P flonum 123 206 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 2; #P newex 32 304 219 196617 jit.gl.gridshape door @shape plane @scale 0.3 0.5 1. @color 0.5 1. 0.7 1. @position 0.3 0. 0.; #P window linecount 1; #P newex 32 281 224 196617 jit.window door @size 640 480 @depthbuffer 1; #P newex 32 228 50 196617 t b erase; #P newex 32 259 201 196617 jit.gl.render door @erase_color 0. 0. 0. 1.; #P newex 32 205 51 196617 qmetro 2; #P toggle 32 182 15 0; #P connect 0 0 1 0; #P connect 1 0 3 0; #P connect 3 0 2 0; #P connect 3 1 2 0; #P fasten 7 0 2 0 128 251 37 251; #P fasten 6 0 7 1 128 223 160 223; #P hidden connect 14 0 10 0; #P connect 10 0 11 0; #P connect 11 0 12 0; #P connect 12 0 13 0; #P connect 13 0 8 0; #P fasten 8 0 7 2 164 223 192 223; #P fasten 9 0 7 3 202 223 224 223; #P pop; -- http://www.zacharyseldess.com From algorithmic at gmx.at Fri Apr 4 08:30:45 2008 From: algorithmic at gmx.at (expjektor) Date: Fri Apr 4 08:30:55 2008 Subject: [jitter] analog video input hardware Message-ID: <21487.47f63b95@www.cycling74.com> who knows the very very very best hardware solution to get the lowest video latency possible? i have the newest mac-pro machine... i read everything about uncompressed firewire devices... is there any faster solution, pci or something else? how can i improve the latency in jitter beside the hardware problem? i simply use jit.gt.grab... thanks! From i_i at gmx.net Fri Apr 4 08:50:12 2008 From: i_i at gmx.net (nesa) Date: Fri Apr 4 08:50:22 2008 Subject: [jitter] Re: nasty texture error In-Reply-To: Message-ID: <21489.47f64024@www.cycling74.com> I stumbled upon these as well, especially when sending float32 textures to slabs. I wonder what do they mean in jitter context? From mattijs at smadsteck.nl Fri Apr 4 08:53:03 2008 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Fri Apr 4 08:53:14 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <21487.47f63b95@www.cycling74.com> Message-ID: <2148b.47f640ce@www.cycling74.com> Quote: algorithmic@gmx.at wrote on Fri, 04 April 2008 16:30 ---------------------------------------------------- > who knows the very very very best hardware solution to get the lowest video latency possible? i have the newest mac-pro machine... > > i read everything about uncompressed firewire devices... is there any faster solution, pci or something else? > > how can i improve the latency in jitter beside the hardware problem? i simply use jit.gt.grab... > > thanks! ---------------------------------------------------- Good question. The lowest I got was by plugging a DV camera directly into the computer with a firewire cable, but that's still about 4 frames delay. When using an ADVC-100 the delay increases to about 8. They say an uncompressed firewire camera should do better. Is that true? I don't think the latency in Jitter is a problem as long as the low priority thread doesn't take 100% cpu (note: that'll look like 25% per processor on a quad-core machine). Mattijs From yair99 at gmail.com Fri Apr 4 09:02:17 2008 From: yair99 at gmail.com (yair reshef) Date: Fri Apr 4 09:02:25 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <2148b.47f640ce@www.cycling74.com> References: <21487.47f63b95@www.cycling74.com> <2148b.47f640ce@www.cycling74.com> Message-ID: <1b1605c20804040802r31c3d6fagbe2dcbefef7cb675@mail.gmail.com> i got best resualts with the imaging source DFG 1394 see http://www.cycling74.com/twiki/bin/view/ResourceGuide/VideoDevicesResources On Fri, Apr 4, 2008 at 4:53 PM, Mattijs Kneppers wrote: > > Quote: algorithmic@gmx.at wrote on Fri, 04 April 2008 16:30 > ---------------------------------------------------- > > who knows the very very very best hardware solution to get the lowest > video latency possible? i have the newest mac-pro machine... > > > > i read everything about uncompressed firewire devices... is there any > faster solution, pci or something else? > > > > how can i improve the latency in jitter beside the hardware problem? i > simply use jit.gt.grab... > > > > thanks! > ---------------------------------------------------- > > Good question. The lowest I got was by plugging a DV camera directly into > the computer with a firewire cable, but that's still about 4 frames delay. > When using an ADVC-100 the delay increases to about 8. > > They say an uncompressed firewire camera should do better. Is that true? > > I don't think the latency in Jitter is a problem as long as the low > priority thread doesn't take 100% cpu (note: that'll look like 25% per > processor on a quad-core machine). > > Mattijs > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.cycling74.com/pipermail/jitter/attachments/20080404/c6c4bb8e/attachment.htm From algorithmic at gmx.at Fri Apr 4 09:05:00 2008 From: algorithmic at gmx.at (expjektor) Date: Fri Apr 4 09:05:08 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <2148b.47f640ce@www.cycling74.com> Message-ID: <2148d.47f6439c@www.cycling74.com> read this, but it is about one year old: http://www.cycling74.com/twiki/bin/view/FAQs/JitterCameras#Do_you_recommend_specific_video they say nothing about latency on pci hardware... From mattijs at smadsteck.nl Fri Apr 4 09:36:36 2008 From: mattijs at smadsteck.nl (Mattijs Kneppers) Date: Fri Apr 4 09:36:43 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <2148d.47f6439c@www.cycling74.com> Message-ID: <2148e.47f64b03@www.cycling74.com> Quote: algorithmic@gmx.at wrote on Fri, 04 April 2008 17:05 ---------------------------------------------------- > read this, but it is about one year old: > http://www.cycling74.com/twiki/bin/view/FAQs/JitterCameras#Do_you_recommend_specific_video > > they say nothing about latency on pci hardware... > ---------------------------------------------------- Hey, thanks for that! Man, how many times did this forum save our little company an R&D division! Seems like we're getting ourselves a dfg13941e very soon. Btw, it has two composite inputs. Does that mean it supports two cameras simultaneously? Mattijs From nick at paddingtonarts.org.uk Fri Apr 4 09:42:55 2008 From: nick at paddingtonarts.org.uk (nick weldin) Date: Fri Apr 4 09:43:11 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <2148e.47f64b03@www.cycling74.com> References: <2148e.47f64b03@www.cycling74.com> Message-ID: No you have to choose one at a time >Quote: algorithmic@gmx.at wrote on Fri, 04 April 2008 17:05 >---------------------------------------------------- >> read this, but it is about one year old: >> >>http://www.cycling74.com/twiki/bin/view/FAQs/JitterCameras#Do_you_recommend_specific_video >> >> they say nothing about latency on pci hardware... >> >---------------------------------------------------- > >Hey, thanks for that! Man, how many times did this forum save our >little company an R&D division! > >Seems like we're getting ourselves a dfg13941e very soon. Btw, it >has two composite inputs. Does that mean it supports two cameras >simultaneously? > >Mattijs >_______________________________________________ >jitter mailing list >jitter@cycling74.com >http://www.cycling74.com/mailman/listinfo/jitter From wugmump at mac.com Fri Apr 4 09:47:37 2008 From: wugmump at mac.com (joshua goldberg) Date: Fri Apr 4 09:47:58 2008 Subject: [jitter] Re: analog video input hardware In-Reply-To: <2148e.47f64b03@www.cycling74.com> References: <2148e.47f64b03@www.cycling74.com> Message-ID: no, only one input at a time. but you can daisychain them. On Apr 4, 2008, at 11:36 AM, Mattijs Kneppers wrote: > > Quote: algorithmic@gmx.at wrote on Fri, 04 April 2008 17:05 > ---------------------------------------------------- >> read this, but it is about one year old: >> http://www.cycling74.com/twiki/bin/view/FAQs/JitterCameras#Do_you_recommend_specific_video >> >> they say nothing about latency on pci hardware... >> > ---------------------------------------------------- > > Hey, thanks for that! Man, how many times did this forum save our > little company an R&D division! > > Seems like we're getting ourselves a dfg13941e very soon. Btw, it > has two composite inputs. Does that mean it supports two cameras > simultaneously? > > Mattijs > _______________________________________________ > jitter mailing list > jitter@cycling74.com > http://www.cycling74.com/mailman/listinfo/jitter From jopepope at gmail.com Fri Apr 4 09:49:08 2008 From: jopepope at gmail.com (Jordan Pope) Date: Fri Apr 4 09:49:17 2008 Subject: [jitter] more than 2 webcams Message-ID: <21491.47f64df3@www.cycling74.com> I'm working on an installation with a Windows machine which handles motion tracking with a series of webcams. I only need 3 or 4 running at a time, but so far have not been able to use more than two at once. I know that there have been issues with multiple cams in Max, but most people have claimed their problems were a result of using many of the same cam or some restriction in the cam's drivers. As for the confusion over identical devices, I've tried this with 3 unique webcams as well and have only been able to use any two them at a time (doesn't matter which). Also, I've called logitech about this and they've explained that you should be able to use as many of their cams as you can muster simultaneously so long as the software you're using allows it (which I've found to be true). What's really annoying is that devlist comes up with all connected cams (it will recognize devices on all 8 of my USB ports), but still only lets me open two at a time. I'm getting a little anxious as my deadline is approaching quickly. There has to be a way around this - thoughts? From zseldess at hotmail.com Fri Apr 4 09:56:47 2008 From: zseldess at hotmail.com (Zachary Seldess) Date: Fri Apr 4 09:56:54 2008 Subject: [jitter] Re: rotate opening a door In-Reply-To: <21486.47f6346c@www.cycling74.com> Message-ID: <21492.47f64fbf@www.cycling74.com> Procrastination... Here is the more subtle solution - rotating the object relative to its own object-space. Zachary max v2; #N vpatcher 606 181 1325 704; #P window setfont "Sans Serif" 14.; #P window linecount 1; #P comment 403 72 212 196622 ADJUST ROTATIONAL CENTER; #P window setfont "Sans Serif" 9.; #P comment 564 382 45 196617 scale; #P comment 301 313 45 196617 position; #P flonum 606 399 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 569 399 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 532 399 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 495 423 123 196617 pak scale 0.3 0.5 1.; #P comment 203 33 128 196617 rotate plane around y axis; #P comment 349 330 14 196617 z; #P comment 317 330 14 196617 y; #P flonum 342 347 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 270 347 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 306 347 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 460 330 29 196617 t b f; #P newex 413 330 29 196617 t b f; #P newex 342 396 27 196617 + 0.; #P newex 342 371 27 196617 f 0.; #P newex 306 396 27 196617 + 0.; #P newex 306 371 27 196617 f 0.; #P newex 270 396 27 196617 + 0.; #P newex 270 371 27 196617 f 0.; #P newex 413 262 55 196617 pak 0.3 0.; #P flonum 413 309 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 460 309 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 413 238 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 458 238 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 458 213 143 196617 expr ($f1/180.) * 3.141593; #P newex 413 286 57 196617 poltocar; #P newex 234 423 120 196617 pak position 0. 0. 0.; #P hidden newex 223 31 72 196617 loadmess 270; #P newex 223 194 39 196617 !- 360; #P newex 223 167 40 196617 % 360; #P newex 223 143 31 196617 + 90; #P user dial 223 50 85 85 359 1 0 0 159 359 1 1. 170 170 170 221 221 221 120 120 120 225 225 225 0 0 0 0 0 0; #P flonum 261 218 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P flonum 223 218 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P newex 187 238 108 196617 pak rotatexyz 0. 0. 0.; #P flonum 187 218 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0; #P window linecount 2; #P newex 234 454 215 196617 jit.gl.gridshape door @shape plane @scale 0.3 0.5 1. @color 0.5 1. 0.7 1. @position 0. 0. 0.; #P newex 17 142 124 196617 jit.window door @size 640 480 @depthbuffer 1; #P window linecount 1; #P newex 17 79 50 196617 t b erase; #P window linecount 2; #P newex 17 110 125 196617 jit.gl.render door @erase_color 0. 0. 0. 1.; #P window linecount 1; #P newex 17 56 51 196617 qmetro 2; #P toggle 17 33 15 0; #P comment 279 330 14 196617 x; #P window linecount 2; #P comment 307 228 104 196617 this should match the object's x scale -->; #P window setfont "Sans Serif" 14.; #P comment 403 30 279 196622 ROTATING AN OBJECT RELATIVE TO ITS OBJECT-SPACE AROUND Y AXIS; #P connect 3 0 4 0; #P connect 4 0 6 0; #P connect 6 0 5 0; #P connect 6 1 5 0; #P fasten 9 0 10 1 192 235 224 235; #P hidden connect 17 0 13 0; #P connect 13 0 14 0; #P connect 14 0 15 0; #P connect 15 0 16 0; #P connect 16 0 11 0; #P fasten 40 0 8 0 500 448 239 448; #P connect 18 0 8 0; #P fasten 10 0 8 0 192 444 239 444; #P fasten 11 0 10 2 228 235 256 235; #P connect 35 0 26 0; #P fasten 32 0 26 0 418 365 275 365; #P lcolor 4; #P connect 26 0 27 0; #P connect 27 0 18 1; #P fasten 12 0 10 3 266 235 288 235; #P fasten 32 1 27 1 437 390 292 390; #P lcolor 7; #P connect 34 0 28 0; #P connect 28 0 29 0; #P connect 29 0 18 2; #P connect 36 0 30 0; #P fasten 33 0 30 0 465 367 347 367; #P lcolor 4; #P connect 30 0 31 0; #P connect 31 0 18 3; #P fasten 33 1 31 1 484 393 364 393; #P lcolor 7; #P connect 41 0 22 0; #P lcolor 13; #P connect 22 0 25 0; #P connect 25 0 19 0; #P connect 19 0 24 0; #P connect 24 0 32 0; #P fasten 15 0 20 0 228 188 463 188; #P connect 20 0 21 0; #P connect 21 0 25 1; #P connect 19 1 23 0; #P connect 23 0 33 0; #P connect 41 0 40 1; #P connect 42 0 40 2; #P connect 43 0 40 3; #P pop; -- http://www.zacharyseldess.com From ondinecomposer2 at hotmail.com Fri Apr 4 10:03:49 2008 From: ondinecomposer2 at hotmail.com (Cheng Chien-Wen) Date: Fri Apr 4 10:03:56 2008 Subject: [jitter] How does the value of alpha channel affect the video ? Message-ID: <21493.47f65164@www.cycling74.com> I feel confused about alpha channel and the way jit.alphablend works. I tried to make a patch to see if the value of alpha channel really affects the video, but it does not seem to change anything. My way of doing it is to multiply alpha channel value with jit.op. I found that whatever the multiplier value is, the resulted video is the same. Does this mean that changing the alpha channel value does not affect the resulted video ? Could anyone explain it ? Thanks. The following is the testing patch I made: max