[PD] GEM: multitexturing in GEM

chris clepper cgclepper at gmail.com
Fri Jul 13 12:37:23 CEST 2007


Feel free to post or send any shaders.  I made a simple 'bleach bypass' one
yesterday. ;)

On 7/12/07, vade <doktorp at mac.com> wrote:
>
> 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.
>
>
>
>
>
> _______________________________________________
> PD-list at iem.at mailing list
> UNSUBSCRIBE and account-management -> http://lists.puredata.info/
> listinfo/pd-list
>
>
>
>
> ------------------------------------------------------------------------
> ----
>
> Using ReBirth is like trying to play an 808 with a long stick.    -
> David Zicarelli
>
>
>
> _______________________________________________
> PD-list at iem.at mailing list
> UNSUBSCRIBE and account-management ->
> http://lists.puredata.info/listinfo/pd-list
>
>
> *v a d e //*
>
> *www.vade.info*
> *abstrakt.vade.info*
>
>
>
>
> _______________________________________________
> PD-list at iem.at mailing list
> UNSUBSCRIBE and account-management ->
> http://lists.puredata.info/listinfo/pd-list
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.puredata.info/pipermail/pd-list/attachments/20070713/0d542c85/attachment.htm>


More information about the Pd-list mailing list