Thanks Cyrille, Ok, will move on the gem-dev.
M On Tue, Jan 3, 2012 at 11:31 AM, cyrille henry <[email protected]> wrote: > > > Le 30/12/2011 12:59, Marco Donnarumma a écrit : > > ok, >> what's the correct way to update the help-files? >> >> Just edit them and submit somewhere? >> > yes. > but please use the gem-dev mailing list for discussion about gem > development. > > Cheers > Cyrille > > > > >> cheers, >> M >> >> >> >> On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <[email protected] <mailto: >> [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]> <mailto:[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>> >> <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://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/_**_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>> >> <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>> >> <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://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://liveperformersmee__ting.net> < >> http://liveperformersmeeting.**net <http://liveperformersmeeting.net>> < >> 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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/> >> >> >> >> >> >> >> >> -- >> 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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