[PD] GEM question - glsl and shared context

cyrille henry ch at chnry.net
Sat Jun 10 22:24:02 CEST 2017


hello


Le 10/06/2017 à 22:09, oliver a écrit :
> hi, dear list !
> 
> attached is an example patch that should demonstrate my question ...
> 
> 
> as far as i understood, once a texture is "made" (i.e. from a [pix_image]) it can be shared by other render chains by connecting its right outlet to another texture's right inlet (the whole list has to be provided)
> 
> while this works in a simple setup, i tried the same with a glsl effect in between. this one didn't work as expected, as the shared texture was the original one (BEFORE the shading effect)
> 
> how would i distribute the texture AFTER the shading program ?
> 
> thanks in advance !

the shader works on the GPU, so you need to render the texture in a frambuffer and use the frambuffer as a texture.


> 
> 
> 
> 
> 
> a more general question:
> 
> finding tutorials or "manuals" about GEM (especially about openGL, textures and glsl stuff) is quite confusing and frustrating at times, so the learning curve for a noob like me is quite steep. simple setups as described in the example patches work alright, but once i try to adapt them to slightly different scenarios i usually end up completely blank.
> 
> for example:
> what is the "texunit" message as opposed to the texture id ?
> 
> anyway, i just wanted to ask the list if there are some sort of "tutorial" or "lessons" stuff concerning GEM ?

Gem works like openGL, so learning openGL is the best way to learn GEM.

cheers
c


> 
> so far i found these the most useful and elaborate:
> 
> https://github.com/extendedview/extended_view_toolkit (best one !)
> https://github.com/b01xy/glsl
> http://grh.mur.at/blog/pd-workshop-joanneum
> 
> but something a little more "basic" or "systematic" would be great !
> 
> 
> still, GEM is enigmatic but great, i can only guess its complete powers, will keep hanging on !
> 
> best
> 
> oliver
> 
> 
> 
> 
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