hello,

Le 20/10/2011 19:26, Guido Tamino a écrit :
Hey thanks,

the problem here is that I need to "downsample" in real time. The framebuffer 
size is calculated on the amout of blur applied so that the more you blur, the faster is 
the effect. You can imagine what happens when I change the size for five or more 
[gemframebuffer] at once, the console gets literally flooded.

the flooded consol is really a minor effect of the fact that resizing 
frambuffer just destroy old framebuffer and recreate a new one.
i don't know if openGL allow a more real time safe way to resize framebuffer.



There are two more issues:

1. When linking multiple [gemframebuffer] and [pix_texture] with the texture id, 
the quality mode changes from the default GL_LINEAR to GL_NEAREST. Is this a bug? 
See this example patch, the right side stay completely harsh until you send a 
quality message -> http://www.mediafire.com/?qfe1q7d9vo84zlf

hum, things are strange here.
the right side is not harsh when loading this patch on my computer.
The left side is!
sending quality 1 on the left side does affect the right side.
so there is a problem.
I think one has to investigate and report as bug.
i don't know if i'll have time soon.

anyway, you still can send quality 1 everywhere...



2. This is kind of hard to explain: the border of the framebuffer seems to get 
blended with the background when using GL_LINEAR on a following [pix_texture]. See 
the image -> http://img835.imageshack.us/img835/9083/gemborder.jpg
use "repeat 0" message in order not to interpolate with looped image.

Cyrille


Thanks in advance.

Best,
Guido

Il giorno 20/ott/11, alle ore 17:25, cyrille henry ha scritto:

hello,
welcome,

You should create multiple framebuffer during initialisation. one for each size.

I think the main problem with changing framebuffer size is not only the message 
in the console, but also poor performances.

cheers
Cyrille


Le 20/10/2011 11:03, Guido Tamino a écrit :
Hello everybody, I'm new to the list.

I'm working on a multipass glsl blur for Gem which needs downsampling for each pass. I 
managed to do that easily with a dimen message. It works fine, but [gemframebuffer] is 
flooding the console with "init" messages for every dimen change.

[gemframebuffer]: using rectmode 1:GL_TEXTURE_RECTANGLE
[gemframebuffer]: using type: BYTE
[gemframebuffer]: using color: RGB
[gemframebuffer]: using texunit: 0

Is there a way to silence [gemframebuffer]? Am I supposed to take a different 
approach? I'm not an expert but I guess this is not an isolated case, 
downsampling seems to be a common technique when working with textures for glsl 
use.

Best,
Guido

_______________________________________________
GEM-dev mailing list
[email protected]
http://lists.puredata.info/listinfo/gem-dev



_______________________________________________
GEM-dev mailing list
[email protected]
http://lists.puredata.info/listinfo/gem-dev


_______________________________________________
GEM-dev mailing list
[email protected]
http://lists.puredata.info/listinfo/gem-dev

Reply via email to