Hans-Christoph Steiner a écrit : > > On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: > >> hello, >> >> >> Kyle Klipowicz a écrit : >>> Ooop please send any elementary examples of these things. >> >> >> i post a few very diferents shader and the pd patch to use them here : >> >> http://drpichon.free.fr/gem_glsl_ch_200070617.zip > > Wow, these are some nice examples, these should be included in the > "examples" section of Pd-extended. >
well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended? cyrille > .hc > >> >> >>> I got >>> confused by the Gem docs (they don't explain OpenGL as thoroughly as >>> the vanilla Pd-docs explain DSP). >> >> Gem doc aim is to explain gem specific stuf. but in order to use Gem, >> you also need a good openGL book. >> (you can find lot's of them) >> >> cyrille >> >> >>> >>> ~Kyle >>> >>> On 6/17/07, cyrille henry <[EMAIL PROTECTED]> wrote: >>>> hello, >>>> >>>> Alexandre Quessy a écrit : >>>>> Hi all ! >>>>> The Toon.vert and Toon.frag shaders don't seem to work quite well >>>>> here. I only get some kind of darker or lighter grey depending on the >>>>> value of the "Phong" variable I set it to have. I am using Pd-extended >>>>> 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar >>>>> 16 2007. Should I generate something any better ? >>>> this is exactly what the toon shader is aiming to do. >>>> look at it's code to undersant why. >>>> >>>>> >>>>> Anyone has an other GLSL shader to suggest to try it with ? >>>> >>>> yes, google has a lot. >>>> >>>> i have a few other exemple on my computer, tell me if you're looking >>>> for some specific stuf. >>>> >>>> >>>> cyrille >>>> >>>> >>>>> >>>>> Thanks !! >>>>> >>>>> a >>>>> >>>>> 2007/6/16, chris clepper <[EMAIL PROTECTED]>: >>>>>> GEM is a bit easier to deal with for shaders since there is no need >>>> to do >>>>>> any specific wrapper. Any ARB_ vertex or fragment shader and any >>>>>> GLSL >>>>>> shader you find on the web can work in GEM without modification. >>>> In some >>>>>> cases you might need to change something in the shader text to deal >>>> with >>>>>> rectangle vs 2D textures. >>>>>> >>>>>> >>>>>> On 6/16/07, Cypod <[EMAIL PROTECTED]> wrote: >>>>>>> >>>>>>> On the cycling74 webpage there is an interesting article about >>>> writing >>>>>> shaders for jitter: >>>>>>> http://cycling74.com/story/2007/5/23/181113/507 >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> is there a similar function available for GEM? Has anyone had >>>> experience >>>>>> with doing this? >>>>>>> _______________________________________________ >>>>>>> [email protected] mailing list >>>>>>> UNSUBSCRIBE and account-management -> >>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> [email protected] mailing list >>>>>> UNSUBSCRIBE and account-management -> >>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>> >>>>>> >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> [email protected] mailing list >>>> UNSUBSCRIBE and account-management -> >>>> http://lists.puredata.info/listinfo/pd-list >>>> >>> >>> >> >> _______________________________________________ >> [email protected] mailing list >> UNSUBSCRIBE and account-management -> >> http://lists.puredata.info/listinfo/pd-list > > > > ---------------------------------------------------------------------------- > > > http://at.or.at/hans/ > > > > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
