Le 20/08/2014 14:58, Antoine Villeret a écrit : > 2014-08-20 13:52 GMT+02:00 Jack <[email protected] <mailto:[email protected]>>: > > Just try with Gem from > git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem > <http://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem>. > > > this is the (too) old repo, up-to-date code is here : > git://git.code.sf.net/p/pd-gem/gem <http://git.code.sf.net/p/pd-gem/gem> > please try with that
OK, i remove it and change adress. Thanx. ++ Jack > > + > a > > > [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 >> <http://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] <mailto:[email protected]> >> >> http://lists.puredata.info/listinfo/gem-dev >> >> >> > >> > _______________________________________________ >> > GEM-dev mailing list >> > [email protected] <mailto:[email protected]> >> > http://lists.puredata.info/listinfo/gem-dev >> >> >> >> >> _______________________________________________ >> GEM-dev mailing list >> [email protected] <mailto:[email protected]> >> http://lists.puredata.info/listinfo/gem-dev > > > _______________________________________________ > GEM-dev mailing list > [email protected] <mailto:[email protected]> > http://lists.puredata.info/listinfo/gem-dev > >
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