Cypod a écrit : > 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? when you start this patch, you don't need to anually initialize anything. just create the gem windows, and load the shader. there is no texture map.
> By the way what is the difference between the ~ and > no ~ frag & vert? ~ file are save file created by my text editor. you can delete them. > > This is my graphics card: > well, maybe we can ask Chris. he certainly know lot's more than me on this subject. cyrille > 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? >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> PD-list@iem.at mailing list >>>>>>>>>>> UNSUBSCRIBE and account-management -> >>>>>>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>>>>> _______________________________________________ >>>>>>>>>> PD-list@iem.at mailing list >>>>>>>>>> UNSUBSCRIBE and account-management -> >>>>>>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> PD-list@iem.at mailing list >>>>>>>> UNSUBSCRIBE and account-management -> >>>>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>>>> >>>>>>> >>>>>> _______________________________________________ >>>>>> PD-list@iem.at mailing list >>>>>> UNSUBSCRIBE and account-management -> >>>>>> http://lists.puredata.info/listinfo/pd-list >>>>>> >>>>> >>> > > _______________________________________________ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list