[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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