MagicSpoutSender: Counterintuitive effect

I’m using MagicSpoutSender v2.003 in Magic 2.5 under Windows 11.

I’m feeding the output of a Text module into the MagicSpoutSender, sender name “MagicSpout Sender 1”, which feeds the Magic output module.

All behaves as expected and I can see the text in the demo Spout Receiver when “MagicSpoutSender 1” is selected.

If I then also feed a Starfield module in to a lower input on the Magic output I would expect that only to be visible in the Magic Main Sender Spout output, but I also see it sent by the MagicSpoutSender - to which the Starfield is not connected.

Many thanks for the MagicSpoutSender, but I cannot understand this behaviour.

Sorry, no screenshot - for some reason I cannot upload an image.

I assume you want the text to be part of the main output. Otherwise, the text module does not need to be connected to the Magic Main window if you just want that as a separate sender.

But yes I can reproduce this if the text module is connected to the upper input of the Magic window and the starfield module is connected to the middle input. In that case, “MagicSpoutSender 1” shows both the starfield and the text in a receiver.

But if the inputs are reversed so that the starfield is connected to the upper and text module to the middle, it works as expected. That is “MagicSpoutSender 1” shows only the text in a receiver.

It must be something to do with the multiple inputs to the Magic main window but I do not know the cause and I regret that I can’t offer an explanation. Hopefully reversing the inputs will achieve what you require.

Many thanks for your prompt reply and suggestion :grinning_face:

After a little more investigation I found that the problem only shows if the input to the MagicSpoutSender has some transparency.

My very strong personal preference is to maintain a logical connection order to the Magic module, avoiding need to change the project if a subseqent Magic update fixes the current anomalous behaviour.

As an inelegant workaround in this test case was stripping the transparency from the input to the MagicSpoutSender (simple with a solid black input to a lower input to the module), restoring the transparency of the text to the Magic module with Lumakey on the output of the MagicSpoutSender, and likewise restoring transparency at the receiving end(s) of the MagicSpoutSender with Lumakey.

For intermediate levels of alpha in a MagicSpoutSender source signal the alpha could be “cloned” and imposed on the feed to the Magic module, but an additional Spout sender would be needed to carry an alpha key.

Thanks again - it’s great to know there’s such responsive support for the

I had a look at this and there is the option “Window > Magic Window Options > Send Alpha Channel”. But that applies to the main Spout output and I can’t find any way of changing the input transparency within the module itself. As far as I can tell the module output background is always transparent (alpha zero).

At least the workaround gets you going.

Update
I found an omission in the module code. The sender was not released if the module was removed. I added that, rebuilt with the latest SpoutGL files and made a new release 2.004.