[GEM-dev] Soft edge shading

Cyrille Henry ch at chnry.net
Wed Mar 21 22:52:15 CET 2012


oups.
this one should work better.
cheers
cyrille

Le 21/03/2012 22:00, Florian Grond a écrit :
> hello cyrille,
>
>
> the glsl_fragment does not like the new shader if I bang it I get:
>
> compile info log:
> ERROR: 0:43: '!=' wrong operand types
> ERROR: 0:45: '!=' wrong operand types
> ERROR: 0:57: '!=' wrong operand types
> ERROR: 0:59: '!=' wrong operand types
>
> there is a type problem between float and constant int
>
> so it says shader not loaded,
>
> Cheers,
>
> Florian
>
>
>
> On 3/21/12 4:07 PM, Cyrille Henry wrote:
>> hello,
>>
>> it look like a bug in the original shader.
>> thanks for reporting it.
>>
>> this shader should work.
>> could you test it so that i commit it if it's ok.
>>
>> BTW, the fade control is for both right and left.
>> so it can be twice what the user expect.
>> i.e if you want 10 pixel shade on the right, so 10 pixel shade also on
>> the left, you have to set overlap to 20.
>> maybe i should change that.
>> feedback welcome.
>>
>> Cheers
>> Cyrille
>>
>>
>> Le 21/03/2012 19:30, Florian Grond a écrit :
>>> Here I could reproduce the problem with the example patch, having it
>>> extended over the tripple head projectors.
>>> I basically see the shading again only if I drive the overlap to
>>> extremely many pixels.
>>> I was wondering if this might have something to do with the texturing
>>> mode rectangle anywhere?
>>>
>>> I modified the the [flat_projection] so that I could define an offset
>>> for the windowcreation.
>>>
>>> Thanks for any help,
>>>
>>>
>>> Best,
>>>
>>> Florian
>>>
>>> On 3/21/12 1:49 PM, Cyrille Henry wrote:
>>>> hello,
>>>>
>>>> would it be possible to see your patch?
>>>> that would be easier to help.
>>>>
>>>>
>>>> Cyrille
>>>>
>>>>
>>>> Le 21/03/2012 18:15, Florian Grond a écrit :
>>>>> Hello Jack,
>>>>>
>>>>> 01.flat_projection-help.pd seems to work.
>>>>>
>>>>> I see either as 4 by 1 or 2 by the fractal image with decreasing
>>>>> intensity at the edges giving a fade into black.
>>>>>
>>>>> I looked into the guts of [flat_projection]
>>>>>
>>>>> and if I send the print message to the glsl_fragemnet and the
>>>>> glsl_program I get lots of info about user variable uvar#1 to uvar#4
>>>>>
>>>>> I'm usin PD extended 0.42.5
>>>>> I compiled GEM from the sources 0.93.3 (added some handmade classes)
>>>>> My GPU NVIDIA GeForce 7300 GT
>>>>>
>>>>> My screen size is 1280 * 1024
>>>>> geometry is x 3 y 1
>>>>> I would like to have an overlap of about 10 - 15 pixels
>>>>>
>>>>> In my installation I see that I get a fade into black only if I
>>>>> increase the overlap to very high numbers up to have the size of my x
>>>>> dimension. So I conclude the fade into black is just too weak.
>>>>>
>>>>> How could I change that?
>>>>>
>>>>> Thanks,
>>>>>
>>>>> Florian
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> So I think the GPU model is ok
>>>>>
>>>>> On 3/20/12 6:51 PM, Jack wrote:
>>>>>> Le 20/03/2012 21:07, Florian Grond a écrit :
>>>>>>> Dear List,
>>>>>>>
>>>>>>> I'm currently working on a horizontal 3 screen projection (tripple
>>>>>>> head) and I'm using the multiscreen projection flat projection
>>>>>>> abstraction from Cyrille.
>>>>>>>
>>>>>>> The overlap is working nicely but I don't get the it to fade. i.e. I
>>>>>>> see a vertical stripe of overlap with higher intensity.
>>>>>>>
>>>>>>> Any help or pointer where to look for solutions very much
>>>>>>> appreciated.
>>>>>>>
>>>>>>> Cheers,
>>>>>>>
>>>>>>> Florian
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> Hello Florian,
>>>>>>
>>>>>> Can you tell us your configuration (Pd, Gem, GPU model) ?
>>>>>> Have you a problem with the example 01.flat_projection-help.pd' ?
>>>>>> ++
>>>>>>
>>>>>> Jack
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> GEM-dev mailing list
>>>>>> GEM-dev at iem.at
>>>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>>
>>>
>
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