IOhannes m zmölnig escribió:
use rectangle textures ([rectangle 1( to [pix_texture]).
But the help patch for pix_texture says:
Inlet 1: rectangle 0|1 : use rectangle-texturing when available
(default=1)
So sending [rectangle 1( to it should have no effect since it is the
default value
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Matteo Sisti Sette wrote:
IOhannes m zmölnig escribió:
use rectangle textures ([rectangle 1( to [pix_texture]).
But the help patch for pix_texture says:
Inlet 1: rectangle 0|1 : use rectangle-texturing when available
(default=1)
hmm, i
IOhannes m zmölnig escribió:
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Matteo Sisti Sette wrote:
IOhannes m zmölnig escribió:
use rectangle textures ([rectangle 1( to [pix_texture]).
But the help patch for pix_texture says:
Inlet 1: rectangle 0|1 : use rectangle-texturing when
IOhannes m zmölnig escribió:
use rectangle textures ([rectangle 1( to [pix_texture]).
Do I have to set it to all the [pix_texture] objects that create the
textures, or only to the one using the shader?
That is, having
[gemhead]
|
(...something...)
|
| [texunit 1(
|/
[pix_texture]
2010/1/2 Matteo Sisti Sette matteosistise...@gmail.com
And I have to use texture2DRec instead of texture2D, don't I?
Yes, that is very important to understand. All of the texture objects have
to use the same mode. As already pointed out, once you use shaders the
automagic selection of these
chris clepper escribió:
2010/1/2 Matteo Sisti Sette matteosistise...@gmail.com
mailto:matteosistise...@gmail.com
And I have to use texture2DRec instead of texture2D, don't I?
Yes, that is very important to understand. All of the texture objects
have to use the same mode.
Ok thank
Regarding the stack overflow and underflow error messages, I get these
continuously (once per frame at least) if I send [texunit( messages to
[pix_texture]s and I don't get them if I don't
They start when a [pix_snap] takes a snapshot.
Any idea?
thanks
m.
--
Matteo Sisti Sette
Matteo Sisti Sette a écrit :
A copy of the GLSL 'Orange Book' might come in handy too.
Yeah I think I'll buy it soon. And the red one also, no?
read the red book before the orange book!
Would you recommend me the blue book too, or is that too much?
that will be useful when you'll start
Matteo Sisti Sette a écrit :
Hi,
I know the question is pretty generic, but hopefully there's some common
cause of this kind of error or something:
Basically the short version is, what can cause a GL stack UNDERflow
error???
you try to get value from the stack when it is empty.
you can
cyrille henry escribió:
you try to get value from the stack when it is empty.
you can have such error when using glPopMatrix without using
glPushMatrix...
First of all thank you for helping.
I never explicitly use these functions, that is, I never use
[GEMglPopMatrix] nor
Matteo Sisti Sette a écrit :
cyrille henry escribió:
you try to get value from the stack when it is empty.
you can have such error when using glPopMatrix without using
glPushMatrix...
First of all thank you for helping.
I never explicitly use these functions, that is, I never use
By the way is there any trick to track a GL error to find the object
triggering it? (apart deleting objects until you find the one)
cyrille henry escribió:
Matteo Sisti Sette a écrit :
cyrille henry escribió:
you try to get value from the stack when it is empty.
you can have such error
On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette
matteosistise...@gmail.com wrote:
By the way is there any trick to track a GL error to find the object
triggering it? (apart deleting objects until you find the one)
The GL error comes from the driver, and GEM just asks the driver once per
chris clepper escribió:
On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette
matteosistise...@gmail.com mailto:matteosistise...@gmail.com wrote:
By the way is there any trick to track a GL error to find the
object triggering it? (apart deleting objects until you find the one)
The GL
Wow wow wow!!!
It seems my underflow problem (now I was getting both underflows and
overflows) is in some way related to the use of texunits AND
[gemframebuffer]s.
I still have to understand how exactly the texunit thingie works (the
texunit message to [pix_texture] is not even documented
there is an exemple of how to use multiple texture / textunit in the gem
exemple folder, in directory 10.GLSL
Matteo Sisti Sette a écrit :
Wow wow wow!!!
It seems my underflow problem (now I was getting both underflows and
overflows) is in some way related to the use of texunits AND
cyrille henry escribió:
there is an exemple of how to use multiple texture / textunit in the gem
exemple folder, in directory 10.GLSL
You mean 05.multitexture.pd?
Yes I've seen it (it is thanks to that example that I have been able to
do something - btw iirc it is yours, so thank you).
Matteo Sisti Sette a écrit :
cyrille henry escribió:
there is an exemple of how to use multiple texture / textunit in the
gem exemple folder, in directory 10.GLSL
You mean 05.multitexture.pd?
Yes I've seen it (it is thanks to that example that I have been able to
do something - btw
why do you use pix_snap?
you don't need a pix_snap with a frambuffer since you can directly send the
content of a framebuffer to a pix_texture (and then using it with multitexture)
c
Matteo Sisti Sette a écrit :
Thank you for pointing me to the examples, but it definitely seems there
is some
cyrille henry escribió:
why do you use pix_snap?
you don't need a pix_snap with a frambuffer since you can directly send
the content of a framebuffer to a pix_texture (and then using it with
multitexture)
Every once in a while (NOT at every frame) I need to take a snapshot of
what you
chris clepper escribió:
pix_snap is probably using texunit 0 which is the default for any
texturing call. pix_snap actually uses a function called
glReadPixels(), and that might use texture units internally to grab the
frame and store it before read back to main memory.
Uh, so I guess I
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Matteo Sisti Sette wrote:
chris clepper escribió:
On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette
matteosistise...@gmail.com mailto:matteosistise...@gmail.com wrote:
By the way is there any trick to track a GL error to find the
IOhannes m zmölnig escribió:
but you can do it manually by inserting [GEMglReportError] after the
objects where you expect a problem to appear.
WOW Great!! That will help a lot.
Thanks
m.
--
Matteo Sisti Sette
matteosistise...@gmail.com
http://www.matteosistisette.com
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Matteo Sisti Sette wrote:
chris clepper escribió:
pix_snap is probably using texunit 0 which is the default for any
texturing call. pix_snap actually uses a function called
glReadPixels(), and that might use texture units internally to grab
the
Well it seems that:
- by avoiding texunit 0 and (probably unnecessarily) 1, I have actually
resolved the weird interactions with [pix_snap]
- I still have stack underflows and overflows printed at each frame
which I'll investigate but it's probably not causing any visible issue
- What was
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Matteo Sisti Sette wrote:
Well it seems that:
- by avoiding texunit 0 and (probably unnecessarily) 1, I have actually
resolved the weird interactions with [pix_snap]
- I still have stack underflows and overflows printed at each frame
which I'll
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