hello
Le 10/06/2017 à 22:09, oliver a écrit :
hi, dear list ! attached is an example patch that should demonstrate my question ... as far as i understood, once a texture is "made" (i.e. from a [pix_image]) it can be shared by other render chains by connecting its right outlet to another texture's right inlet (the whole list has to be provided) while this works in a simple setup, i tried the same with a glsl effect in between. this one didn't work as expected, as the shared texture was the original one (BEFORE the shading effect) how would i distribute the texture AFTER the shading program ? thanks in advance !
the shader works on the GPU, so you need to render the texture in a frambuffer and use the frambuffer as a texture.
a more general question: finding tutorials or "manuals" about GEM (especially about openGL, textures and glsl stuff) is quite confusing and frustrating at times, so the learning curve for a noob like me is quite steep. simple setups as described in the example patches work alright, but once i try to adapt them to slightly different scenarios i usually end up completely blank. for example: what is the "texunit" message as opposed to the texture id ? anyway, i just wanted to ask the list if there are some sort of "tutorial" or "lessons" stuff concerning GEM ?
Gem works like openGL, so learning openGL is the best way to learn GEM. cheers c
so far i found these the most useful and elaborate: https://github.com/extendedview/extended_view_toolkit (best one !) https://github.com/b01xy/glsl http://grh.mur.at/blog/pd-workshop-joanneum but something a little more "basic" or "systematic" would be great ! still, GEM is enigmatic but great, i can only guess its complete powers, will keep hanging on ! best oliver _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
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