hello, this is a big problem.
you could always use a pix_snap2text, but it's slower. cyrille marius schebella a écrit : > in gem you can use > > [gemhead] > | > | [dim 512 512( > | / > [gemframebuffer 49] > | > [translateXYZ 0 0 -4] (where are the properties for gemframebuffer???) > | > [pix_image] > | > [pix_texture] > | > [pix_square] > > but I could not get this working for glsl_program. > marius. > > > vade wrote: >> quad, as in 4 verts, as in a plane. Texture your quad, bind the quad >> to the shader you want, render it the quad with bound texture and >> shader to another texture (b), output the texture (b) to the next >> effect in the chain. >> >> On Nov 25, 2007, at 5:48 PM, Alexandre Quessy wrote: >> >>> Hi, >>> >>> 2007/11/25, vade <[EMAIL PROTECTED]>: >>>> I agree, this should be possible in theory. I suspect one should be >>>> able to build an abstraction that would dynamically load a shader >>>> program, render to a quad, send that quad to a texture and output the >>>> texture. >>>> >>>> This is basically all jit.gl.slab does for stream processing. >>> What do you mean by a "quad" ? You mean to render it to a texture ? >>> This would need to use something like pix_snap2tex ? (capturing the >>> whole window render) >>> >>> a >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>>> I still have heard nothing on the multitexture issue for GLSL >>>> however, >>>> so there may be some gotchas. >>>> >>>> On Nov 25, 2007, at 3:40 PM, marius schebella wrote: >>>> >>>>> Hi alexandre, >>>>> why do you think it is not possible? or what exacactly do you want >>>>> to do? >>>>> If you try to have several glsl programs like a filter bank, first >>>>> do >>>>> glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... >>>>> then I >>>>> think this only works with gemframebuffer plus playing around with >>>>> "texunit 0", "texunit 1", and so on... and maybe also the right >>>>> in/outlets of texture to reference gpu textures. >>>>> unfortunately GEM on os x 10.5 is still broken, so I can only do >>>>> very >>>>> rudimentary stuff (no developing), but before that I was trying to >>>>> do >>>>> exactly this and I think it should be possible to do. >>>>> marius. >>>>> >>>>> Alexandre Quessy wrote: >>>>>> Hi, >>>>>> It seems like we cannot use two GLSL shader programs at a time. >>>>>> Hence, >>>>>> I need to merge both fragment and vertex programs to use them >>>>>> together.... Is there a way to use more than 2 shaders ? In Jitter, >>>>>> there is jit.gl.slab that allows that. >>>>>> http://www.cycling74.com/documentation/jit.gl.slab >>>>>> >>>>>> If not possible in Gem, that would be an awesome add-on to it. >>>>>> >>>>> _______________________________________________ >>>>> [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 >>>> >>> -- >>> Alexandre Quessy >>> http://alexandre.quessy.net >>> http://www.puredata.info/Members/aalex >> >> _______________________________________________ >> [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
