[GEM-dev] gemwin

Cyrille Henry ch at chnry.net
Wed Aug 20 11:07:57 CEST 2014


Hello,

thanks for the answer, sorry i missed that.
things work lot's better now!!!

i still have few problem :
- when starting pd in the Gem/ folder, it start correctlly.
  when starting pd in an other folder, pd segfault when loading gem_videoVLC plugin
so, i just remove it : sudo rm /usr/local/lib/pd/extra/Gem/gem_videoVLC.*

- i did not try all example, but most work. i do however have some problem with Gem/examples/10.glsl/05.multitexture_bis.pd
	if i open and close this patch, pd segfault (even without opening a rendering window). The patch did work.

- some other shader example did not render anything unless i configure optimus to use the nvidia card. It's not a gem fault, just the intel HD and it's driver.
- gemwin  use to send 1 / 0 when start / stop rendering. i sometime use this to load shader, like in example Gem/examples/10.glsl/09... In this example, i have to manually load the shader.
- gemmouse work, but not gemkeyname

thanks for all good work
cheers
c

Le 20/08/2014 10:07, IOhannes m zmoelnig a écrit :
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> On 2014-08-19 18:11, Cyrille Henry wrote:
>> hello,
>>
>> i just tested the current Gem git. (i'm still using on ubuntu linux
>> 14.04, intel hd4000)
>>
>> gemwin did not create. Gem/gemdefaultwindow can be created. it use
>> gemglxwindow. (i have both gemglutwindow.pd_linux and
>> gemglxwindow.pd_linux in /usr/local/lib/pd/extra/Gem)
>>
>> sending the create message on this object did create an empty
>> window. but sending "1" did not enable rendering, i only get :
>> gemglxwindow: no method for 'float'
>>
>> so : why did gemdefaultwindow is not named gemwin?
>
> that's by design.
>
>> (sould i just make a symlink?)
>
> no. [gemwin] and [gem*window] are *not* the same.
>
>
>> more important : how can i enable rendering?
>
>
> the design is obviously different from what you expect.
>
> [gemdefaultwindow] (or rather it's underlying implementations like
> [gemglxwindow] or [gemglutwindow]) is really just a very thin wrapper
> around an openGL-context.
> all it can do is to create/destroy an openGL-context (aka window), and
> make that context the "current" one (so any openGL commands are
> exectuted within this context).
>
> it does a lot less than [gemwin], which handles viewpoints, rendering,...
>
> short overview:
>
> starting with Gem-0.94 (that is: current git), [gemwin] is now an
> abstraction (found in abstractions/).
> internally it uses [gemdefaultwindow] to create/destroy/switch-to
> windows/contexts, which is just another abstraction that wraps the
> actual implementation (e.g. [gemglfw3window]), but you really need the
> entire [gemwin] abstraction to use Gem as you used to.
>
> apart from separating platform-independent code (as found in the
> [gemwin] abstraction) and platfrom-dependent code (the actual
> [gem*window] backend), this also allows the user to change the
> behaviour of [gemwin] without needing a compiler.
>
> conclusion:
> add abstractions/ to your path, so you have a proper [gemwin].
>
> fgmasdr
> IOhannes
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