[GEM-dev] Re: GEM shader usage

james tittle tigital at mac.com
Thu Oct 20 04:35:14 CEST 2005


hi tebjan,

On Oct 18, 2005, at 2:55 PM, Tebjan Halm wrote:
> i know shaders only from directX hlsl like they are implemented in  
> vvvv. there you edit the shader by rightclick on a shader node in a
> way like james want to have it.

...yeh, but instead of a rightclick on the node, I was thinking of  
sending a [edit< message to the object (keeping with "the pd way"),  
and that would open a text widget window, perhaps even on the canvas  
like ben's [entry]...speaking of which, I checked that out briefly,  
and it seems pretty nice, but I couldn't get it to print any output  
on bang...time to look at the code...

> the shader code itself contains ALL, that means paramters,  
> vertexshaders, pixelshaders and
> the way how they should compiled together.

...snip...

> that means everything is in one textfile and you just need one  
> object to load and/or edit the shader code, simple and clear.

...that spec looks very similar to CgFX project files, but I don't  
know of something similar yet for glsl:  perhaps we could quickly put  
something together with XML and start a standard with GEM/GLSL?  No  
time atm, sadly...otoh, a pd patch with the several shader objects,  
presets, and such would also be similar, although not human readable  
in the least bit...
> nice greets from the meso office ;)

...meso and vvvv!?!  Whatcha doin' slum-ing around here?  ;-)   
Seriously, I've always admired the screenshots and specs of vvvv, but  
never have had a machine to play around with it  :-( ...I'm strictly  
ppc/osx, tho I guess next year even that'll change....  'twould be  
nice if ya'll moved to opengl and went more cross platform :-)

l8r,
james




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