[PD] GEM: multitexturing in GEM

Hans-Christoph Steiner hans at eds.org
Fri Jul 13 05:01:28 CEST 2007


Come tomorrow, you'll have a list of builds from the build farm...

.hc

On Jul 12, 2007, at 3:35 PM, chris clepper wrote:

> Great!  Which platform and hardware are you testing on?  I should have
> mentioned that I've only tested on OSX/Nvidia here.
>
> On 7/12/07, cyrille henry <cyrille.henry at la-kitchen.fr> wrote:
>> it works here.
>> thanks a lot.
>>
>> cyrille
>>
>> chris clepper a écrit :
>>> CVS is updated.  Hopefully this won't break anyone's compiles.
>>>
>>> The attached files are a test patch and the shaders.  I will be  
>>> out of
>>> town for a few days and not able to work on this again until next
>>> week.
>>>
>>> On 7/12/07, chris clepper <cgclepper at gmail.com> wrote:
>>>> I have multitexturing working with GLSL.  While I upload the  
>>>> changes
>>>> to CVS I can explain how it works.
>>>>
>>>> GLSL shaders cannot directly talk to hardware like ARB ones  
>>>> can.  The
>>>> application side code has to tell the shader which hardware texture
>>>> unit to use.  Obviously when I compile GEM there is no way in  
>>>> hell to
>>>> know what the shader variables are going to be named, so another
>>>> method to tell the shader which unit to use needs to be in place.
>>>>
>>>> One solution is to hardcode the names of the sampler variables, but
>>>> that is kind of a hack.  The one I put in place uses a message  
>>>> to the
>>>> glsl_program object with the name of the sampler and the texture  
>>>> unit
>>>> to use.
>>>>
>>>> How to use:
>>>>
>>>> 1) create gemwin and turn on rendering
>>>> 2) load shader
>>>> 3) send a [mySamplerName $1( message to glsl_program
>>>> 4) load two movies or images
>>>> 5) set one of the pix_texture units to upload to the same  
>>>> texture unit
>>>> you told the shader to use with a [texunit $1( message
>>>>
>>>> This change should be in CVS soon.  I will post an example patch  
>>>> in a
>>>> bit.
>>>
>>>>
>>
>
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