In the previous simple jit.movie example, we were displaying the movie file as a matrix. This lives in our computer's RAM. A faster way to display the file would be as a texture, in a "GL context". Basically we are using our GPU to do some work and you just have to accept it is faster this way. You still load your files in to the jit.movie object (though here I am using a "read" message to let me select a file). And you plug the output into a jit.pwindow still too. However notice we are specifying jit.movie OUTPUTS A TEXTURE... The message box coming out of the jit.movie also identifies it as a jit_gl_texture. If you did not specify the output_texture, it would show up as a matrix. the jit_world object is required to make the movie actually show up in the jit.pwindow. It also does the metro-bang for you, apparently it matches the native FPS of your display. Your movie might not actually match that FPS though....so you might be displaying unnecessary frames! This...
jit.gl.camera is the camera object. It starts off at position 0, 0, 2. That's 2 units "out towards the screen". Z positive is out of the screen towards you. You can set the position using the @position attribute with floats. Or, you can drive the camera using WASD, QZ and the mouse. The default speed is a bit crazy, so you should probably lower it to about 10. @ui_listen lets you actively drive, @ease lets you tweak the easing of the motion. There are a few other parameters to tweak but these are the main ones. @tripod stops the camera from twisting on the Z axis.
Notes from Ned Rush's 80's retro visuals video - https://youtu.be/LiUCD-8vgFY What' we're making - spheres instanced onto a noisy point base AND making a weird grid thing that connects all the points up Going to break down several parts of this video separately so it's easier to search for on this blog. Firstly introducing noise to the points that we're instancing onto. firstly we make a gridshape to define the shape - here we're using a torus and we make sure we are outputting the matrix. Lets setup the shapes we're instancing next. We're using spheres. We're going to use a jit.noise with 3 planes (3 axes) of type float32 (values 0-1) and size of 2 2 2 (fairly low frequency noise, think of 3d textures). I remap the noise using jit.map to a range of -4 to 4. Now... we can actually plug the result of the noise or map straight into the jit.* to multiply the torus matrix, and that will work, but the noise will need to be banged. I'm usi...
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