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




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