ok, what's the correct way to update the help-files? Just edit them and submit somewhere?
cheers, M On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <[email protected]> wrote: > > > Le 27/12/2011 14:44, Marco Donnarumma a écrit : > > Hi Guido, Cyrille, >> >> thanks for bringing the discussion further. >> Actually Guido, I think I read you on the Pd forum few days ago and >> checked your patches too, nice work. >> >> As for the documentation. >> Personally, a great part of my first attempts at working with glsl in Pd >> were completely mined by the absence of a wrapper object for the glsl >> compilation; the lack of a [pix_shader] or [a_shad] for instance. It would >> be useful to have [pix_shader] included in GEM. >> It might sound silly, but as Guido mentioned, getting a shader to work >> it's a much of a trial-and-error exercise. >> Thus, in my experience, it took a lot of time to figure out where to look >> for bugs or problems. >> >> I needed to study glsl (obviously) to start understanding; but I believe >> that users would benefit from the inclusion of some initial, basic >> information within the glsl help patches. For example, shader with >> rectangular textures won't work if you don't switch the [pix_texture] mode >> adequately. >> This is not explained anywhere in Pd, and, yes, of course you can getting >> to it by learning with on-line resources, but it would be far easier to >> place a [comment] somewhere in the Pd patch. (I don't think it's there >> already, but please tell me if so.). >> > this is what the 1st example do explain. > at least, i thought it does. maybe it should be a bit more verbose. > > > > >> Shortly, imho the present glsl help are very complex for a noob because: >> _there isn't an "official" wrapper, so the loading/compilation process is >> visible and appears quite confusing. >> > wow. this is strange for me. I always do a copy/paste. > anyway, there is now a _glsl abstraction since i use it for the 14th > example. > other examples can be update to use it. > > > > _uniforms and how to control them from a Pd patch are not explained >> anywhere (within Pd) >> > this is used (but not explain) in most example. > i believed an example is better than text, but it look like i'm wrong. > > > > > _basic and clear info about getting a new shader to work in Pd are missing >> > you just have to imitate the "basic example"... > > > >> of course, the whole glsl thing is complex and need further study anyway, >> but it would be awesome to inform the glsl in GEM with the stuff above. >> > feel free to update help and examples. > i thought it was clear. examples provide the information i wish i had > before creating them... > > cheers > Cyrille > > > >> M >> >> >> >> >> On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <[email protected] <mailto: >> [email protected]>> wrote: >> >> >> >> Le 27/12/2011 13:02, Guido Tamino a écrit : >> >> Hello, >> >> actually the [pix_shader] abstraction comes from a depth of field >> simulation I made with glsl/gem a while ago. Download link, documentation >> and demo video are available at the link below. If anyone wants to try it >> out, the depth of field patch is pretty self-explainatory and should work >> just out of the box. >> http://vimeo.com/30188933 >> >> Before being swamped with work I was interested in porting Vade >> shaders and other glsl stuff to PD. I implemented his blur shaders (motion >> blur, zoom blur and fast blur) and they all seems to work fine but a lot of >> work has to be done before using them as solid generic effects. >> >> http://guidotamino.it/__**download/glslBlur.zip<http://guidotamino.it/__download/glslBlur.zip>< >> http://guidotamino.it/**download/glslBlur.zip<http://guidotamino.it/download/glslBlur.zip> >> > >> >> >> A couple months ago I opened a discussion with Cyrille on the >> theme but we were both too busy with work to fully dive into the subject. >> >> since then, i made a "good" triangle blur shader to work with a >> modified version of guildo patch. >> i commit everything as a gem example yesterday. >> >> >> In the meanwhile I played around with the optical flow experiments >> by the jitter community with nice results, a demo could be seen here: >> http://vimeo.com/30517302 >> >> nice. >> >> >> >> I'm definetely interested in developing a set of glsl wrappers to >> make the whole thing easier for a beginner. I am a beginner myself and I >> had some tough times trying to figure out things like how to multipass glsl >> effects or how to feed multiple textures to a shader. This kind of stuff is >> almost undocumented and needs a lot of trial and error in order to be >> understood. >> >> there are few multipass example in gem. >> I try to make 1 example for each technical possibility. >> nothing is fully documented, but i think everything is documented. >> at least, everything that i'm aware of. (i was also a glsl noob before >> making gem examples...) >> >> do you think that more multipass example are needed? >> or is it just that since it's complex, it need time to be fully >> understood? >> >> cheer >> Cyrille >> >> Best, >> Guido >> >> Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha >> scritto: >> >> Hello >> >> We have worked in codelab french forum about that since one >> month : >> I give you the first test-lib that I have created : >> <a_shader-tr.zip> >> [a_cons] is a usefull abstract to create box of variables. >> >> 2 exemples with multipass of texture >> >> http://t-pas-net.com/videos/__**test_multi_shad.mov<http://t-pas-net.com/videos/__test_multi_shad.mov>< >> http://t-pas-net.com/videos/**test_multi_shad.mov<http://t-pas-net.com/videos/test_multi_shad.mov> >> > >> >> http://vimeo.com/33974266 >> >> Yet, I adapt GLSL. system of particules with pmpd. >> >> http://t-pas-net.com/videos/__**fragGLSLtest5.mov<http://t-pas-net.com/videos/__fragGLSLtest5.mov>< >> http://t-pas-net.com/videos/**fragGLSLtest5.mov<http://t-pas-net.com/videos/fragGLSLtest5.mov> >> > >> >> http://t-pas-net.com/videos/__**testGLSL_pmpd.flv<http://t-pas-net.com/videos/__testGLSL_pmpd.flv>< >> http://t-pas-net.com/videos/**testGLSL_pmpd.flv<http://t-pas-net.com/videos/testGLSL_pmpd.flv> >> > >> >> >> :-) >> >> p >> >> Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit : >> >> Hi all, >> >> while studying glsl (after attending Cyrille's workshop at >> the PdCon), I'm porting Vade's collection of shaders [1] to Pd, >> and I only need to know I'm not reinventing the wheel. >> >> I'm creating a glsl-help-files lib, based on the >> [pix_shader] wrap by Cyrille; adding ready made patches for diverse shaders >> and briefly explaining while some work out of the box and some others not. >> It could be useful to have such documentation in Pd, as >> the glsl topic is not covered in depth, or at least not enough for a noob >> in this field as myself. >> >> I recall Marius was doing something similar, but I'm not >> sure how the project ended up. >> >> [1] >> http://001.vade.info/?page_id=**__20<http://001.vade.info/?page_id=__20>< >> http://001.vade.info/?page_**id=20 <http://001.vade.info/?page_id=20>> >> >> >> >> -- >> Marco Donnarumma >> Independent New Media and Sonic Arts Practitioner, >> Performer, Teacher >> ACE, Sound Design MSc by Research (ongoing) >> The University of Edinburgh, UK >> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >> Portfolio: http://marcodonnarumma.com < >> http://marcodonnarumma.com/> >> Research: http://res.marcodonnarumma.com < >> http://res.marcodonnarumma.__**com/ >> <http://res.marcodonnarumma.**com/<http://res.marcodonnarumma.com/>>> >> | http://www.thesaddj.com <http://www.thesaddj.com/> | >> http://www.flxer.net <http://www.flxer.net/> >> Director: >> http://www.__liveperformersmee**ting.net<http://liveperformersmeeting.net>< >> http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>> >> <http://www.__liveperformersme**eting.net/<http://liveperformersmeeting.net/>< >> http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> >> >> >> ______________________________**___________________ >> [email protected] <mailto:[email protected]> <mailto: >> [email protected] <mailto:[email protected]>> mailing list >> >> UNSUBSCRIBE and account-management -> >> http://lists.puredata.info/__**listinfo/pd-list<http://lists.puredata.info/__listinfo/pd-list>< >> http://lists.puredata.info/**listinfo/pd-list<http://lists.puredata.info/listinfo/pd-list> >> > >> >> >> ______________________________**___________________ >> [email protected] <mailto:[email protected]> >> <mailto:[email protected]<mailto: >> [email protected]>> mailing list >> >> UNSUBSCRIBE and account-management -> >> http://lists.puredata.info/__**listinfo/pd-list<http://lists.puredata.info/__listinfo/pd-list>< >> http://lists.puredata.info/**listinfo/pd-list<http://lists.puredata.info/listinfo/pd-list> >> > >> >> >> >> >> ______________________________**___________________ >> >> [email protected] <mailto:[email protected]> mailing list >> UNSUBSCRIBE and account-management -> >> http://lists.puredata.info/__**listinfo/pd-list<http://lists.puredata.info/__listinfo/pd-list>< >> http://lists.puredata.info/**listinfo/pd-list<http://lists.puredata.info/listinfo/pd-list> >> > >> >> >> >> >> >> >> -- >> Marco Donnarumma >> Independent New Media and Sonic Arts Practitioner, Performer, Teacher >> ACE, Sound Design MSc by Research (ongoing) >> The University of Edinburgh, UK >> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >> Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> >> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.** >> com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < >> http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> >> Director: >> http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< >> http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> >> > >> > > -- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net
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