[PD] Gem / glsl_fragment

cyrille henry ch at chnry.net
Sun Jul 24 17:35:19 CEST 2011


Hello,

First, let's try to have the example to work.
did you have any error when clicking on the "load shader" bang on the 1st example (01.simple texture)?

for multi texture example, see example 5...

Cyrille

Le 24/07/2011 17:05, ub at xdv.org a écrit :
> hey there,
>
> i'm trying to implement a "hard-light" blending mode, as described on between two textures using a glsl fragment shader. it's compiling, linking and running fine in ShaderMaker.
> when i try to load it with [glsl_fragment] i don't seem to be getting an ID on the right outlet though. it never changes from [ 0] which i take to mean "failure in some way".
> the same happens, by the way, with the shaders, both vertex and fragment, that come in example/data.
>
> a print message on glsl_fragment produces:
> [glsl_fragment]: ============================
> [glsl_fragment]: MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048
> [glsl_fragment]: MAX_TEXTURE_COORDS: 8
> [glsl_fragment]: MAX_TEXTURE_IMAGE_UNITS: 32
>
> seems to be telling me, glsl support is acknowledged to be there.
>
> i'm running: pd-0.42.5-extended
> my gem version is: 0.92.3
> on x86_64 ubuntu 10.10
> with corporate nvidia driver, version: 260.19.44
>
> any ideas anyone?
>
> and then i have another question:
> if i manage to run the shader, how would i throw the two textures to their respective 2Dsamplers in there?
> prefix [pix_dump] output with the samplers name?
>
> thanks+ciao,
> ub
>
>
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