[GEM-dev] Soft edge shading

Florian Grond fgrond at techfak.uni-bielefeld.de
Fri Mar 23 18:51:40 CET 2012


maybe an explanation like that could go into the help patch.

Florian

On 3/23/12 12:25 PM, Cyrille Henry wrote:
>
>
> Le 23/03/2012 16:32, Florian Grond a écrit :
> ...
>> OK understood!
>> when I set screen and computer geometry to the same values it works
>> for me too. So maybe the interface needs to show only one and apply
>> the setting to both?
>>
> well, you don't need to have the same screen geometry on the computer
> and on the display.
> i mean :
> if you have a standard setup with a screen on the right, and one on the
> left, you may want to have them one on top of the other for your
> installation...
> (so having a 2x1 and 1x2 geometry for the computer and screen)
>
> if you have 1 single graphic card with 2 output : 1 normal and one with
> a tripleheard : 4 screens are connected on a single row, but you can use
> that to display a 2x2 matrices...
> (having a 4x1 and a 2x2 geometry for the computer and screen)
>
> so, having screen geometry and computer geometry different is a very
> useful feature of this example.
>
> cheers
> c
>
>> Thanks again for your response and the quick fix,
>>
>> Florian
>>
>>>
>>> hope that help.
>>> i'll add a comment in the example patch.
>>>
>>> thanks for the feedback
>>> Cyrille
>>>
>>> Le 22/03/2012 21:32, Florian Grond a écrit :
>>>> Hello Cyrille,
>>>>
>>>> yes, maybe a second inlet to the gemwin might be what it needs or just
>>>> one route message for the gemwin for things that are not related to
>>>> the soft edging like
>>>>
>>>> gemwin frame 25
>>>> or
>>>> gemwin border 1
>>>>
>>>> as far as the bug that I encounter is concerned I discuss them example
>>>> by example. But don't take me wrong it works for me already and I'm
>>>> very happy about it.
>>>> Either I have a hardware specific problem or the order how the
>>>> framebuffer is clampt onto the rectangle is kind of messed up as far
>>>> as mostly the vertical order is concerned.
>>>> In any case in the working 3 1 example I generally see two ways how to
>>>> strech and clamp the texture. Aspect ratio preserving for the content.
>>>> or such that all the content is shown but a little bit deformed.
>>>>
>>>> horizontal row of screens:
>>>>
>>>> 1 1 (unrealistic case)
>>>> shading to black happens at the right edge
>>>> texture moves to the left with increasing overlap
>>>>
>>>> 2 1
>>>> shading on the right screen on both edges, left and also wrongly on
>>>> the right.
>>>> shading on the left screen on the right edge only left edge remains
>>>> unshaded as it should
>>>> texture on the right screen is stretched symmetrically to left and
>>>> right
>>>> textures on the left screen is streched towards left
>>>>
>>>> 3 1 (my case)
>>>> works for me!
>>>> shading only at the edges that are close to the middle screen
>>>> I wonder if the textures have to move on the left and on the right
>>>> screen. I guess this is a question of preserving the aspect ratio of
>>>> the content of the projection
>>>>
>>>> 4 1
>>>> like 3 1 but the fourth screen on the right shows vertical stripes as
>>>> artifacts, which is the texture content of the leftmost screen on the
>>>> top.
>>>>
>>>> vertical colums of screens:
>>>>
>>>> 1 2
>>>> shading happens only at the vertical edges, left right on top, only
>>>> right at the bottom. No shading horizontally in the middle.
>>>> Content of the screen doe not seem to be properly distributed starts
>>>> on the top screen and not in the middle of both.
>>>>
>>>> 1 3
>>>> content starts in the middle but when I increas the fractal.jpg
>>>> it seems to distribute the content as if the geometry is 3 1 rather
>>>> than 1 3
>>>>
>>>> mixed mode
>>>>
>>>> 2 2
>>>> rendering of a small fractal.jpg starts at the bottom right.
>>>> when increasing, it extents correctly towards the bottom left.
>>>> The top left shows part of the texture and the top right is vertical
>>>> stripy artifacts
>>>>
>>>>
>>>> On 3/22/12 1:06 PM, Cyrille Henry wrote:
>>>>>
>>>>> hello,
>>>>>
>>>>> Le 22/03/2012 16:56, Florian Grond a écrit :
>>>>>> Hi Cyrille,
>>>>>>
>>>>>> Thanks you very much! I tested it and it works for me. However I
>>>>>> think
>>>>>> geometries other than 3 1 do not work yet as they should. 2 2 gives
>>>>>> strange results.
>>>>> what do you mean?
>>>>> it look like it should imo.
>>>>> maybe there is a bug so it did not look the same here or on your
>>>>> computer, or we may did not have the same expectation.
>>>>>
>>>>>>
>>>>>> I added some things to the interface, basically exposing some
>>>>>> features
>>>>>> of gemwin such as offset or border, or frames per second, they can
>>>>>> all
>>>>>> be set through one inlet, am not sure if the message names I created
>>>>>> follow GEM convention I wonder if for a complete functionallity all
>>>>>> gemwin methods should be made acessible to the user. Let me know if
>>>>>> you find usefull, what I added
>>>>> well, i'm usually not a big fan of gui.
>>>>> maybe it jus miss an inlet connected to the gemwin ...
>>>>>
>>>>> Cyrille
>>>>>
>>>>>
>>>>>
>>>>>>
>>>>>> Again thank you very much!
>>>>>>
>>>>>> Florian
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 3/21/12 5:53 PM, Cyrille Henry wrote:
>>>>>>> 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
>>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> GEM-dev mailing list
>>>>>>>> GEM-dev at iem.at
>>>>>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>>>
>>>>
>>

-- 
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F l o r i a n   G R O N D
PhD Student at Ambient Intelligence Group,
CITEC Bielefeld University, Germany
Universitaetsstrasse 21 - 23 33615 Bielefeld
Tel.: 0049 521 106 12163
http://cit-ec.org   http://grond.at

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