chris clepper a écrit :
> On 6/30/07, Hans-Christoph Steiner <[EMAIL PROTECTED]> wrote:
>>
>>
>> Do you know of any example patches for varying geometries using
>> shaders in
>> Gem? I'd like to see that kind of stuff.
>>
>
> The shaders Cyrille posted includes one that deforms geometry. I thi
On 6/30/07, Hans-Christoph Steiner <[EMAIL PROTECTED]> wrote:
Do you know of any example patches for varying geometries using shaders in
Gem? I'd like to see that kind of stuff.
The shaders Cyrille posted includes one that deforms geometry. I think I
have one that does the same as the [newW
This development would be insanely awesome! While I cannot contribute
directly, I will be closely following these developments, because I am
starting to see how using shaders with the GPU is about the only way
to make my poor slow G4 do anything cool!
~Kyle
On 6/28/07, Alexandre Quessy <[EMAIL PR
On Jun 27, 2007, at 1:57 AM, chris clepper wrote:
On 6/26/07, cyrille henry <[EMAIL PROTECTED]> wrote:
Cypod a écrit :
> What books or webpages are out there for learning how to write glsl
> shaders, for use in 3D?
>
> http://en.wikibooks.org/wiki/Programming:OpenGL
http://www.glprogramming.co
Hi Vade !
(I met you at NIME2007 right ? )
You could write a little script that take the *.vert and *.frag files,
plus the XML header that would be separate, and merge them in order to
make a *.jxs file in order to use it in Jitter. The *.vert and *.frag
could be used directly into Gem.
Do the sha
What books or webpages are out there for learning how to write glsl
shaders, for use in 3D?
http://en.wikibooks.org/wiki/Programming:OpenGL
Has anyone read this one OpenGL(R) Shading Language (2nd Edition)
http://tinyurl.com/ysun6z
Are there any third party applications for writing glsl shaders
On 6/26/07, cyrille henry <[EMAIL PROTECTED]> wrote:
Cypod a écrit :
> What books or webpages are out there for learning how to write glsl
> shaders, for use in 3D?
>
> http://en.wikibooks.org/wiki/Programming:OpenGL
http://www.glprogramming.com/red/
The online free versions are many revisio
Cypod a écrit :
> What books or webpages are out there for learning how to write glsl
> shaders, for use in 3D?
>
> http://en.wikibooks.org/wiki/Programming:OpenGL
http://www.glprogramming.com/red/
>
> Has anyone read this one OpenGL(R) Shading Language (2nd Edition)
> http://tinyurl.com/ysun
I am hoping to learn more about programming by using PD, but it would also
be nice to crank out some good looking shaders in a timely manner
On 6/25/07, Alexandre Quessy <[EMAIL PROTECTED]> wrote:
HI Cyrille and others.
I modified the abstraction to make opening the two files easier. It
uses
On 6/26/07, cyrille henry <[EMAIL PROTECTED]> wrote:
> i strongly aggre. and from my experience, a good documentation is 80% of the
> job.
Me too! So much of Pd would be unuseable if the documentation weren't
there. Thanks to all who include it!
~Kyle
--
-
-
Alexandre Quessy a écrit :
> HI Cyrille and others.
>
> I modified the abstraction to make opening the two files easier. It
> uses file/parentfolder from the PdMtlAbstractions. (try it !! It
> answers your question)
great, thanks.
>
> For the C programming and such, I just meant that it is nic
HI Cyrille and others.
I modified the abstraction to make opening the two files easier. It
uses file/parentfolder from the PdMtlAbstractions. (try it !! It
answers your question)
For the C programming and such, I just meant that it is nice if we can
tend to make Pd easier to use for people that a
Cypod a écrit :
> I think that the fractal patch has some initialization settings, and
> that I'm just putting in the wrong numbers, or there is a texture map
> that I don't have?
when you start this patch, you don't need to anually initialize anything.
just create the gem windows, and load the s
I think that the fractal patch has some initialization settings, and
that I'm just putting in the wrong numbers, or there is a texture map
that I don't have? By the way what is the difference between the ~ and
no ~ frag & vert?
This is my graphics card:
NVIDIA GeForce 6600:
Chipset Model:
GemwinMac: width - 500 height - 500
GemWindow Activate err = 0
GEM: Start rendering
error: [glsl_vertex]: need to load a shader
... you might be able to track this down from the Find menu.
error: [glsl_fragment]: need to load a shader
linking: link 1 0
linking: link 1 2
[glsl_program]: vertex shade
Cypod a écrit :
> GemwinMac: width - 500 height - 500
> GemWindow Activate err = 0
> GEM: Start rendering
> error: [glsl_vertex]: need to load a shader
> ... you might be able to track this down from the Find menu.
> error: [glsl_fragment]: need to load a shader
> linking: link 1 0
> linking: lin
>
>
> [EMAIL PROTECTED] a écrit :
>> Yep, very interesting example !
>> You can "boost" Gem with glsl object.
>> Is there workshop in Paris about that Cyrille ?
> not yet, but i think i'll contact the CRAS in september in order to make a
> Gem workshop.
>
> in this list, who would be interested in
Alexandre Quessy a écrit :
> Eh Jack !
> Very nice examples, yes. Cyrille, do you think that one should
> understand C programming in order to use Pd? I don't.
i don't see your point here.
glsl programming is not very diferent from C. So, understanding C is good for
learning glsl.
but you don't
Cypod a écrit :
> These are really cool examples, thanks for sending them. They all
> worked for me, except the fractal one was all black and there was a
> uniform float maxIterations; error
what was exactly the error?
cyrille
>
> On 6/17/07, cyrille henry <[EMAIL PROTECTED]> wrote:
>> hello
[EMAIL PROTECTED] a écrit :
> Yep, very interesting example !
> You can "boost" Gem with glsl object.
> Is there workshop in Paris about that Cyrille ?
not yet, but i think i'll contact the CRAS in september in order to make a Gem
workshop.
in this list, who would be interested in a Gem worksho
Hi Jack !
Yes. This one-line is very helpful. I'd like to port it to the
.pdsettings, but it needs to be parsed and processed, so this script
still uses the .pdrc file. :)
a
2007/6/20, [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
> Sorry Alexandre, in fact, it was very easy under MacOSX (and GNU/Linux
Sorry Alexandre, in fact, it was very easy under MacOSX (and GNU/Linux i
think) with Terminal :
cd pdmtl
bash ./SETUP-pdrc.sh
that's all !
Jack
> Hello Alexandre !
> i can't use pdmtl because i change the pd-entended.
> Can you tell me how to install it.
> I just put in "doc" directory, the "pdm
Eh Jack !
Very nice examples, yes. Cyrille, do you think that one should
understand C programming in order to use Pd? I don't. Of course, its
low-level orientation makes it perfect for someone to learn lower
level stuff.
Anyways, I added an abstraction for shaders in the PdMtlAbstractions.
See htt
Hello Alexandre !
i can't use pdmtl because i change the pd-entended.
Can you tell me how to install it.
I just put in "doc" directory, the "pdmtl" directory.
thx
Jack
> Eh Jack !
> Very nice examples, yes. Cyrille, do you think that one should
> understand C programming in order to use Pd? I don
Yep, very interesting example !
You can "boost" Gem with glsl object.
Is there workshop in Paris about that Cyrille ?
I think, that it would be interesting to do.
Jack
>
>
> Hans-Christoph Steiner a écrit :
>>
>> On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
>>
>>> hello,
>>>
>>>
>>> Kyle Kli
These are really cool examples, thanks for sending them. They all
worked for me, except the fractal one was all black and there was a
uniform float maxIterations; error
On 6/17/07, cyrille henry <[EMAIL PROTECTED]> wrote:
> hello,
>
>
> Kyle Klipowicz a écrit :
> > Ooop please send any elementary
Yes, please Vade, chime in!
~Kyle
-- Forwarded message --
From: Hans-Christoph Steiner <[EMAIL PROTECTED]>
Date: Jun 17, 2007 1:45 PM
Subject: Re: [PD] [GEM]: GL Shader Language
To: cyrille henry <[EMAIL PROTECTED]>
Cc: Kyle Klipowicz <[EMAIL PROTECTED]&g
On Jun 17, 2007, at 1:14 PM, cyrille henry wrote:
>
>
> Hans-Christoph Steiner a écrit :
>> On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
>>> hello,
>>>
>>>
>>> Kyle Klipowicz a écrit :
Ooop please send any elementary examples of these things.
>>>
>>>
>>> i post a few very diferents shad
Hans-Christoph Steiner a écrit :
>
> On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
>
>> hello,
>>
>>
>> Kyle Klipowicz a écrit :
>>> Ooop please send any elementary examples of these things.
>>
>>
>> i post a few very diferents shader and the pd patch to use them here :
>>
>> http://drpicho
On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
> hello,
>
>
> Kyle Klipowicz a écrit :
>> Ooop please send any elementary examples of these things.
>
>
> i post a few very diferents shader and the pd patch to use them here :
>
> http://drpichon.free.fr/gem_glsl_ch_200070617.zip
Wow, these are
hello,
Kyle Klipowicz a écrit :
> Ooop please send any elementary examples of these things.
i post a few very diferents shader and the pd patch to use them here :
http://drpichon.free.fr/gem_glsl_ch_200070617.zip
> I got
> confused by the Gem docs (they don't explain OpenGL as thoroughly as
Ooop please send any elementary examples of these things. I got
confused by the Gem docs (they don't explain OpenGL as thoroughly as
the vanilla Pd-docs explain DSP).
~Kyle
On 6/17/07, cyrille henry <[EMAIL PROTECTED]> wrote:
> hello,
>
> Alexandre Quessy a écrit :
> > Hi all !
> > The Toon.vert
hello,
Alexandre Quessy a écrit :
> Hi all !
> The Toon.vert and Toon.frag shaders don't seem to work quite well
> here. I only get some kind of darker or lighter grey depending on the
> value of the "Phong" variable I set it to have. I am using Pd-extended
> 0.39-2 test 5 on Ubuntu Linux Intel. G
Hi all !
The Toon.vert and Toon.frag shaders don't seem to work quite well
here. I only get some kind of darker or lighter grey depending on the
value of the "Phong" variable I set it to have. I am using Pd-extended
0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar
16 2007. Shoul
GEM is a bit easier to deal with for shaders since there is no need to do
any specific wrapper. Any ARB_ vertex or fragment shader and any GLSL
shader you find on the web can work in GEM without modification. In some
cases you might need to change something in the shader text to deal with
rectan
Cypod a écrit :
> On the cycling74 webpage there is an interesting article about writing
> shaders for jitter:
>
>
> http://cycling74.com/story/2007/5/23/181113/507
you can find lot's more (and better) information about glsl with any search
engine.
>
> is there a similar function available f
On the cycling74 webpage there is an interesting article about writing
shaders for jitter:
http://cycling74.com/story/2007/5/23/181113/507
is there a similar function available for GEM? Has anyone had experience
with doing this?
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