Re: [PD] problem with glsl shaders and texunits

2010-03-07 Thread Ben Baker-Smith
Thanks for the help Cyrille and IOhannes, that's gotten me up the next step.

-Ben

On Thu, Mar 4, 2010 at 9:39 AM, cyrille henry c...@chnry.net wrote:
 after a very quick look, i noticied that it work if you connect the right
 output of the framebuffer to the right input of the 2nd texture, in order to
 set the coordinate.

 i thought that Iohannes had recently made some change in order to improve
 this, but this patch is not working better than before.
 maybe because the texture is use not the texunit 0???

 Cyrille

 Ben Baker-Smith a écrit :

 Hello,

 I'm in over my head with glsl shaders right now. The attached patch is
 a test I'm using to try and figure out how to properly use [texunit(
 messages, but it only partially works. Instead of a clear image of me
 in front of my webcam, I get a changing series of solid colors. It
 responds to some rapid movements, so I know my video is making it to
 the shader.

 The shaders do nothing to alter the image, they are just there for
 testing purposes. I've tested by running the video straight through
 the shaders and it displays clear and normal, as expected.

 I've read some things about the image size needing to be a power of 2,
 not sure if that's related.

 Thanks, this stuff is nuts!

 -Ben


 

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Re: [PD] problem with glsl shaders and texunits

2010-03-04 Thread cyrille henry

after a very quick look, i noticied that it work if you connect the right 
output of the framebuffer to the right input of the 2nd texture, in order to 
set the coordinate.

i thought that Iohannes had recently made some change in order to improve this, 
but this patch is not working better than before.
maybe because the texture is use not the texunit 0???

Cyrille

Ben Baker-Smith a écrit :

Hello,

I'm in over my head with glsl shaders right now. The attached patch is
a test I'm using to try and figure out how to properly use [texunit(
messages, but it only partially works. Instead of a clear image of me
in front of my webcam, I get a changing series of solid colors. It
responds to some rapid movements, so I know my video is making it to
the shader.

The shaders do nothing to alter the image, they are just there for
testing purposes. I've tested by running the video straight through
the shaders and it displays clear and normal, as expected.

I've read some things about the image size needing to be a power of 2,
not sure if that's related.

Thanks, this stuff is nuts!

-Ben




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Re: [PD] problem with glsl shaders and texunits

2010-03-04 Thread IOhannes m zmölnig
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Hash: SHA1

cyrille henry wrote:
 after a very quick look, i noticied that it work if you connect the
 right output of the framebuffer to the right input of the 2nd texture,
 in order to set the coordinate.
 
 i thought that Iohannes had recently made some change in order to
 improve this, but this patch is not working better than before.

yea, still everything is a bit in flux here, so i reverted the changes
that introduced the automatic handling here. it seems like they need
some more thinking about how and when to reset the texture-matrices.
so this basically means, it hasn't become much better than it was some
months ago. you should still premultiply the texturematrices in the
shaders though, because i'm pretty sure they will come at some point in
the near future.

mdgasr
IOhannes


 maybe because the texture is use not the texunit 0???
 
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