[GEM-dev] Re: GEM shader usage
IOhannes m zmoelnig
zmoelnig at iem.at
Tue Oct 18 20:40:16 CEST 2005
james tittle wrote:
> ...this sounds fine, but could also just be done with one object that
> can be created with multiple names, like you did with fragment_program
> inheriting from vertex_program: the only difference in vertex/fragment
> shader object creation is what is passed to glCreateShaderObject():
> GL_VERTEX_SHADER or GL_FRAGMENT_SHADER...chris had actually suggest the
yes, i just think that from a pd-patcher's side of view, it is easier if
we have 2 distinct objects. (on the C++ die of things they really are
the same object with a different "skin")
>
> ...then I agree we should have a GLSL_link/bind/program that would be
> like the soon-to-be-CVSed pix_multitexture, in that it'll accept shader
> object ID's...the thing here is that I haven't seen examples where more
> than one of each shader is bound together in one program (not to say
> that "I've seen it all")...I have seen header files for shaders that
> include common lists of uniform variables, so I guess these would have
> to be included somewhere along the line...
i thought the "#include" directive is not supported by GLSL. (but my
brains might have gone astray)
but since the linking multiple shader-objects is such a prominent
feature in the documentation, it really would be a shame if we would
just ignore that.
>> should it bother us ?
>
>
> ...yeh, I think it's good to stop and try to get it correct the first
> time, which is why I didn't just do a similar set of object like the
> ARB stuff...
yes, i also started to just add GLSL-support to the ARB-shader-objects
and noticed that it is kind of different...
>
> ...one thing that I REALLY want to add to this (and possibly the ARB
> program objects) is a way to edit the programs without using an
> external editor, and this'll be pretty easy to do with the tcl text
> widget, I'd imagine...then we have a really cool system for playing
> with GPU programming!
well, that would be rather simple.
we just add a method to give the program-string (ye, we should really
try to get a string-type into pd!!), like [program "!!ARBvp1.0..."(
instead of the normal [open shader.vp(
and once there is a string type in pd, pd would of course also need a
string-editor; so it is not a problem directly related to Gem (but
nevertheless a cool feature)
>
> jamie
>
> ps: do your current gl drivers include support for pixel buffer
> objects and framebuffer objects? If so, I had a crazy idea for
> multiple_windows where we could just render things to framebuffer
> objects and then use those for our different windows...
glewinfo gives me:
glBindFramebufferEXT: OK
GL_EXT_framebuffer_object: MISSING [OK]
GL_ARB_pixel_buffer_object: MISSING
GL_EXT_pixel_buffer_object: OK
if have no idea what the "MISSING [OK]" means.
mfg.afd- da
IOhannes
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