[GEM-dev] gemframebuffer flood

Guido Tamino guido.tamino at gmail.com
Thu Oct 20 19:26:11 CEST 2011


Hey thanks,

the problem here is that I need to "downsample" in real time. The  
framebuffer size is calculated on the amout of blur applied so that  
the more you blur, the faster is the effect. You can imagine what  
happens when I change the size for five or more [gemframebuffer] at  
once, the console gets literally flooded.

There are two more issues:

1. When linking multiple [gemframebuffer] and [pix_texture] with the  
texture id, the quality mode changes from the default GL_LINEAR to  
GL_NEAREST. Is this a bug? See this example patch, the right side stay  
completely harsh until you send a quality message -> http://www.mediafire.com/?qfe1q7d9vo84zlf

2. This is kind of hard to explain: the border of the framebuffer  
seems to get blended with the background when using GL_LINEAR on a  
following [pix_texture]. See the image -> http://img835.imageshack.us/img835/9083/gemborder.jpg

Thanks in advance.

Best,
Guido

Il giorno 20/ott/11, alle ore 17:25, cyrille henry ha scritto:

> hello,
> welcome,
>
> You should create multiple framebuffer during initialisation. one  
> for each size.
>
> I think the main problem with changing framebuffer size is not only  
> the message in the console, but also poor performances.
>
> cheers
> Cyrille
>
>
> Le 20/10/2011 11:03, Guido Tamino a écrit :
>> Hello everybody, I'm new to the list.
>>
>> I'm working on a multipass glsl blur for Gem which needs  
>> downsampling for each pass. I managed to do that easily with a  
>> dimen message. It works fine, but [gemframebuffer] is flooding the  
>> console with "init" messages for every dimen change.
>>
>> [gemframebuffer]: using rectmode 1:GL_TEXTURE_RECTANGLE
>> [gemframebuffer]: using type: BYTE
>> [gemframebuffer]: using color: RGB
>> [gemframebuffer]: using texunit: 0
>>
>> Is there a way to silence [gemframebuffer]? Am I supposed to take a  
>> different approach? I'm not an expert but I guess this is not an  
>> isolated case, downsampling seems to be a common technique when  
>> working with textures for glsl use.
>>
>> Best,
>> Guido
>>
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>>




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