I think that the fractal patch has some initialization settings, and that I'm just putting in the wrong numbers, or there is a texture map that I don't have? By the way what is the difference between the ~ and no ~ frag & vert?
This is my graphics card: NVIDIA GeForce 6600: Chipset Model: GeForce 6600 Type: Display Bus: PCI Slot: SLOT-1 VRAM (Total): 256 MB Vendor: nVIDIA (0x10de) Device ID: 0x0141 Revision ID: 0x00a4 ROM Revision: 2149 Displays: DELL 2007FP: Resolution: 1600 x 1200 @ 60 Hz Depth: 32-bit Color Core Image: Supported Main Display: Yes Mirror: Off Online: Yes Quartz Extreme: Supported On 6/25/07, cyrille henry <[EMAIL PROTECTED]> wrote: > > > Cypod a écrit : > > GemwinMac: width - 500 height - 500 > > GemWindow Activate err = 0 > > GEM: Start rendering > > error: [glsl_vertex]: need to load a shader > > ... you might be able to track this down from the Find menu. > > error: [glsl_fragment]: need to load a shader > > linking: link 1 0 > > linking: link 1 2 > > [glsl_program]: vertex shader running in hardware > > [glsl_program]: fragment shader running in hardware > > this is normal (it does the same on my computer). > > so, i don't understand why it does not work on your computer. > do you have an old graphic card (or old driver)? maybe the loop instruction > are not implemented in older hardware. > > cyrille > > > last trackable error: > > > > [glsl_program]: glsl_Program Hardware Info > > [glsl_program]: ============================ > > [glsl_program]: > > [glsl_program]: uvar#0: "zoom": [glsl_program]: GL_FLOAT > > [glsl_program]: uvar#1: "center": [glsl_program]: GL_FLOAT_VEC2_ARB > > [glsl_program]: uvar#2: "maxIterations": [glsl_program]: GL_FLOAT > > [glsl_program]: uvar#3: "gl_ModelViewProjectionMatrix": > > [glsl_program]: GL_FLOAT_MAT4_ARB > > > > On 6/23/07, cyrille henry <[EMAIL PROTECTED]> wrote: > >> > >> > >> Cypod a écrit : > >> > These are really cool examples, thanks for sending them. They all > >> > worked for me, except the fractal one was all black and there was a > >> > uniform float maxIterations; error > >> what was exactly the error? > >> > >> > >> > >> cyrille > >> > >> > > >> > On 6/17/07, cyrille henry <[EMAIL PROTECTED]> 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 > >> >> > >> >> > >> >> > 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 > >> >> > >> > > >> > > >> > > > > > -- B~ www.cypod.co.nr _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
