Le 20/08/2014 15:25, Cyrille Henry a écrit : > > > Le 20/08/2014 13:52, Jack a écrit : >> 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]. > did you "make clean"? > i'm surprised that you get the gemwin object.
It was with the old repository, i will try with the new one : git://git.code.sf.net/p/pd-gem/gem <http://git.code.sf.net/p/pd-gem/gem> ++ Jack > c > >> >> ++ >> >> 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 >> >> >> >> _______________________________________________ >> 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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