[PD] GEM: multitexturing in GEM

vade doktorp at mac.com
Fri Jul 13 05:09:45 CEST 2007


This is great news. Im super busy trying to finish up some things for  
another project, but come mid august I should have time to port the  
shaders im working on to PD, and now that Hans is back in NYC I can  
get him to help ;)

Thanks Chris for taking the time to look into this. I havent had a  
chance to ask the C74 guys anything, but at this point I guess I dont  
need to.

Much appreciated!



On Jul 12, 2007, at 11:01 PM, Hans-Christoph Steiner wrote:

>
> 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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>
>
>
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v a d e //

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