[GEM-dev] Soft edge shading

Cyrille Henry ch at chnry.net
Wed Mar 21 22:53:27 CET 2012


oups, wrong one.


Le 21/03/2012 22:52, Cyrille Henry a écrit :
> 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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