[PD] GEM: multitexturing in GEM

cyrille henry cyrille.henry at la-kitchen.fr
Fri Jul 13 12:58:27 CEST 2007



chris clepper a écrit :
> Great!  Which platform and hardware are you testing on?  I should have
> mentioned that I've only tested on OSX/Nvidia here.
as usual, i test only on ubuntu linux (feisty) + nvidia

cyrille

> 
> 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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