Just try with Gem from git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem.
[glsl_program] works fine. Gem/examples/10.glsl/09 works fine. (get 0/1 from message gem_state so vertex and fragment shaders are loaded) But i still get pd crash with libvlc. [gemkeyname] and [gemkeyboard] work fine with object [gemwin] but not with abstraction [abstractions/gemwin]. ++ Jack Le 20/08/2014 13:39, Jack a écrit : > Le 20/08/2014 11:07, Cyrille Henry a écrit : > > Hello, > > > > thanks for the answer, sorry i missed that. > > things work lot's better now!!! > > > > i still have few problem : > > - when starting pd in the Gem/ folder, it start correctlly. > > when starting pd in an other folder, pd segfault when loading > gem_videoVLC plugin > > so, i just remove it : sudo rm > /usr/local/lib/pd/extra/Gem/gem_videoVLC.* > > Yep, there is conflict between libvlc and other libraries. > > > > > - i did not try all example, but most work. i do however have some > problem with Gem/examples/10.glsl/05.multitexture_bis.pd > > if i open and close this patch, pd segfault (even without > opening a rendering window). The patch did work. > > The problem seems to be [glsl_program]. An exemple patch is attached ;) > > > > > - some other shader example did not render anything unless i > configure optimus to use the nvidia card. It's not a gem fault, just > the intel HD and it's driver. > > Yep. > But I also notice [gemframebuffer] with IntelHD doesn't like [format > RGB32(. > For exemple, in Gem/examples/10.glsl/09... it is possible to change > [format RGB32( to [format RGB( to have something working on IntelHD. > Maybe it is possible to add a comment in the patch (or add a new > message) to explain how to make this patch working on IntelHD ? > > > - gemwin use to send 1 / 0 when start / stop rendering. i sometime use > > this to load shader, like > in example Gem/examples/10.glsl/09... In this example, i have to > manually load the shader. > > I just create a patch with : > > [gemhead] > | > [route gem_state] > | > [print] > > and there is no more 0/1 in pd console when you create or destroy gemwin. > On my side, i only use [loadbang] to load vertex/geometry/fragment > shaders. > > > - gemmouse work, but not gemkeyname > > [gemkeyboard] doesn't work too. > ++ > > Jack > > PS : i just notice that i am working with Gem from > http://github.com/umlaeute/Gem. > I will try with Gem from > git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem ... > > > > > > thanks for all good work > > cheers > > c > > > > Le 20/08/2014 10:07, IOhannes m zmoelnig a écrit : >> On 2014-08-19 18:11, Cyrille Henry wrote: >> >>> hello, >> >>> >> >>> i just tested the current Gem git. (i'm still using on ubuntu linux >> >>> 14.04, intel hd4000) >> >>> >> >>> gemwin did not create. Gem/gemdefaultwindow can be created. it use >> >>> gemglxwindow. (i have both gemglutwindow.pd_linux and >> >>> gemglxwindow.pd_linux in /usr/local/lib/pd/extra/Gem) >> >>> >> >>> sending the create message on this object did create an empty >> >>> window. but sending "1" did not enable rendering, i only get : >> >>> gemglxwindow: no method for 'float' >> >>> >> >>> so : why did gemdefaultwindow is not named gemwin? >> >> that's by design. >> >> >>> (sould i just make a symlink?) >> >> no. [gemwin] and [gem*window] are *not* the same. >> >> >> >>> more important : how can i enable rendering? >> >> >> the design is obviously different from what you expect. >> >> [gemdefaultwindow] (or rather it's underlying implementations like >> [gemglxwindow] or [gemglutwindow]) is really just a very thin wrapper >> around an openGL-context. >> all it can do is to create/destroy an openGL-context (aka window), and >> make that context the "current" one (so any openGL commands are >> exectuted within this context). >> >> it does a lot less than [gemwin], which handles viewpoints, rendering,... >> >> short overview: >> >> starting with Gem-0.94 (that is: current git), [gemwin] is now an >> abstraction (found in abstractions/). >> internally it uses [gemdefaultwindow] to create/destroy/switch-to >> windows/contexts, which is just another abstraction that wraps the >> actual implementation (e.g. [gemglfw3window]), but you really need the >> entire [gemwin] abstraction to use Gem as you used to. >> >> apart from separating platform-independent code (as found in the >> [gemwin] abstraction) and platfrom-dependent code (the actual >> [gem*window] backend), this also allows the user to change the >> behaviour of [gemwin] without needing a compiler. >> >> conclusion: >> add abstractions/ to your path, so you have a proper [gemwin]. >> >> fgmasdr >> IOhannes > >> > >> _______________________________________________ > >> 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
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