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<div class="moz-cite-prefix">Le 20/08/2014 15:25, Cyrille Henry a
écrit :<br>
</div>
<blockquote cite="mid:53F4A1C4.9050303@chnry.net" type="cite">
<br>
<br>
Le 20/08/2014 13:52, Jack a écrit :
<br>
<blockquote type="cite">Just try with Gem from
git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem.
<br>
<br>
[glsl_program] works fine.
<br>
Gem/examples/10.glsl/09 works fine. (get 0/1 from message
gem_state so vertex and fragment shaders are loaded)
<br>
<br>
But i still get pd crash with libvlc.
<br>
<br>
[gemkeyname] and [gemkeyboard] work fine with object [gemwin]
but not with abstraction [abstractions/gemwin].
<br>
</blockquote>
did you "make clean"?
<br>
i'm surprised that you get the gemwin object.<br>
</blockquote>
<br>
It was with the old repository, i will try with the new one : git://<a
href="http://git.code.sf.net/p/pd-gem/gem">git.code.sf.net/p/pd-gem/gem</a><br>
++<br>
<br>
Jack<br>
<br>
<br>
<blockquote cite="mid:53F4A1C4.9050303@chnry.net" type="cite">c
<br>
<br>
<blockquote type="cite">
<br>
++
<br>
<br>
Jack
<br>
<br>
<br>
<br>
<br>
Le 20/08/2014 13:39, Jack a écrit :
<br>
<blockquote type="cite">Le 20/08/2014 11:07, Cyrille Henry a
écrit :
<br>
> Hello,
<br>
>
<br>
> thanks for the answer, sorry i missed that.
<br>
> things work lot's better now!!!
<br>
>
<br>
> i still have few problem :
<br>
> - when starting pd in the Gem/ folder, it start
correctlly.
<br>
> when starting pd in an other folder, pd segfault when
loading gem_videoVLC plugin
<br>
> so, i just remove it : sudo rm
/usr/local/lib/pd/extra/Gem/gem_videoVLC.*
<br>
<br>
Yep, there is conflict between libvlc and other libraries.
<br>
<br>
>
<br>
> - i did not try all example, but most work. i do however
have some problem with
Gem/examples/10.glsl/05.multitexture_bis.pd
<br>
> if i open and close this patch, pd segfault (even
without opening a rendering window). The patch did work.
<br>
<br>
The problem seems to be [glsl_program]. An exemple patch is
attached ;)
<br>
<br>
>
<br>
> - some other shader example did not render anything
unless i configure optimus to use the nvidia card. It's not a
gem fault, just the intel HD and it's driver.
<br>
<br>
Yep.
<br>
But I also notice [gemframebuffer] with IntelHD doesn't like
[format RGB32(.
<br>
For exemple, in Gem/examples/10.glsl/09... it is possible to
change [format RGB32( to [format RGB( to have something
working on IntelHD. Maybe it is possible to add a comment in
the patch (or add a new message) to explain how to make this
patch working on IntelHD ?
<br>
<br>
> - gemwin use to send 1 / 0 when start / stop rendering.
i sometime use this to load shader, like in example
Gem/examples/10.glsl/09... In this example, i have to manually
load the shader.
<br>
<br>
I just create a patch with :
<br>
<br>
[gemhead]
<br>
|
<br>
[route gem_state]
<br>
|
<br>
[print]
<br>
<br>
and there is no more 0/1 in pd console when you create or
destroy gemwin.
<br>
On my side, i only use [loadbang] to load
vertex/geometry/fragment shaders.
<br>
<br>
> - gemmouse work, but not gemkeyname
<br>
<br>
[gemkeyboard] doesn't work too.
<br>
++
<br>
<br>
Jack
<br>
<br>
PS : i just notice that i am working with Gem from
<a class="moz-txt-link-freetext" href="http://github.com/umlaeute/Gem">http://github.com/umlaeute/Gem</a>.
<br>
I will try with Gem from
git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem ...
<br>
<br>
<br>
>
<br>
> thanks for all good work
<br>
> cheers
<br>
> c
<br>
>
<br>
> Le 20/08/2014 10:07, IOhannes m zmoelnig a écrit :
<br>
<blockquote type="cite">On 2014-08-19 18:11, Cyrille Henry
wrote:
<br>
>>> hello,
<br>
>>>
<br>
>>> i just tested the current Gem git. (i'm still
using on ubuntu linux
<br>
>>> 14.04, intel hd4000)
<br>
>>>
<br>
>>> gemwin did not create. Gem/gemdefaultwindow can
be created. it use
<br>
>>> gemglxwindow. (i have both
gemglutwindow.pd_linux and
<br>
>>> gemglxwindow.pd_linux in
/usr/local/lib/pd/extra/Gem)
<br>
>>>
<br>
>>> sending the create message on this object did
create an empty
<br>
>>> window. but sending "1" did not enable
rendering, i only get :
<br>
>>> gemglxwindow: no method for 'float'
<br>
>>>
<br>
>>> so : why did gemdefaultwindow is not named
gemwin?
<br>
<br>
that's by design.
<br>
<br>
>>> (sould i just make a symlink?)
<br>
<br>
no. [gemwin] and [gem*window] are *not* the same.
<br>
<br>
<br>
>>> more important : how can i enable rendering?
<br>
<br>
<br>
the design is obviously different from what you expect.
<br>
<br>
[gemdefaultwindow] (or rather it's underlying
implementations like
<br>
[gemglxwindow] or [gemglutwindow]) is really just a very
thin wrapper
<br>
around an openGL-context.
<br>
all it can do is to create/destroy an openGL-context (aka
window), and
<br>
make that context the "current" one (so any openGL commands
are
<br>
exectuted within this context).
<br>
<br>
it does a lot less than [gemwin], which handles viewpoints,
rendering,...
<br>
<br>
short overview:
<br>
<br>
starting with Gem-0.94 (that is: current git), [gemwin] is
now an
<br>
abstraction (found in abstractions/).
<br>
internally it uses [gemdefaultwindow] to
create/destroy/switch-to
<br>
windows/contexts, which is just another abstraction that
wraps the
<br>
actual implementation (e.g. [gemglfw3window]), but you
really need the
<br>
entire [gemwin] abstraction to use Gem as you used to.
<br>
<br>
apart from separating platform-independent code (as found in
the
<br>
[gemwin] abstraction) and platfrom-dependent code (the
actual
<br>
[gem*window] backend), this also allows the user to change
the
<br>
behaviour of [gemwin] without needing a compiler.
<br>
<br>
conclusion:
<br>
add abstractions/ to your path, so you have a proper
[gemwin].
<br>
<br>
fgmasdr
<br>
IOhannes
<br>
</blockquote>
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