hello,
this is a big problem.
you could always use a pix_snap2text, but it's slower.
cyrille
marius schebella a écrit :
> in gem you can use
>
> [gemhead]
> |
> | [dim 512 512(
> | /
> [gemframebuffer 49]
> |
> [translateXYZ 0 0 -4] (where are the properties for gemframebuffer???)
>
in gem you can use
[gemhead]
|
| [dim 512 512(
| /
[gemframebuffer 49]
|
[translateXYZ 0 0 -4] (where are the properties for gemframebuffer???)
|
[pix_image]
|
[pix_texture]
|
[pix_square]
but I could not get this working for glsl_program.
marius.
vade wrote:
> quad, as in 4 verts
Alexandre Quessy wrote:
> What do you mean by a "quad" ? You mean to render it to a texture ?
> This would need to use something like pix_snap2tex ? (capturing the
> whole window render)
that is what gemframebuffer should do. render a gemchain into a texture
on the graphics card. but as I mentio
quad, as in 4 verts, as in a plane. Texture your quad, bind the quad
to the shader you want, render it the quad with bound texture and
shader to another texture (b), output the texture (b) to the next
effect in the chain.
On Nov 25, 2007, at 5:48 PM, Alexandre Quessy wrote:
> Hi,
>
> 2007/1
Hi,
2007/11/25, vade <[EMAIL PROTECTED]>:
> I agree, this should be possible in theory. I suspect one should be
> able to build an abstraction that would dynamically load a shader
> program, render to a quad, send that quad to a texture and output the
> texture.
>
> This is basically all jit.gl.sl
actually, I did a quick test now, and it does not work.
it seems gemframebuffer and glsl program don't play together.
a chain like
[gemhead]
|
[gemframebuffer]
|
[glsl stuff]
|
[some texture]
|
[square]
does not produce any texture in gemframebuffer (only black or whatever
bg color you u
I agree, this should be possible in theory. I suspect one should be
able to build an abstraction that would dynamically load a shader
program, render to a quad, send that quad to a texture and output the
texture.
This is basically all jit.gl.slab does for stream processing.
I still have hea
Hi alexandre,
why do you think it is not possible? or what exacactly do you want to do?
If you try to have several glsl programs like a filter bank, first do
glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... then I
think this only works with gemframebuffer plus playing around with
Hi,
It seems like we cannot use two GLSL shader programs at a time. Hence,
I need to merge both fragment and vertex programs to use them
together Is there a way to use more than 2 shaders ? In Jitter,
there is jit.gl.slab that allows that.
http://www.cycling74.com/documentation/jit.gl.slab
If