Hi Cyrille,
Thanks you very much! I tested it and it works for me. However I think geometries other than 3 1 do not work yet as they should. 2 2 gives strange results.
I added some things to the interface, basically exposing some features of gemwin such as offset or border, or frames per second, they can all be set through one inlet, am not sure if the message names I created follow GEM convention I wonder if for a complete functionallity all gemwin methods should be made acessible to the user. Let me know if you find usefull, what I added
Again thank you very much!
Florian
On 3/21/12 5:53 PM, Cyrille Henry wrote:
oups, wrong one.
Le 21/03/2012 22:52, Cyrille Henry a écrit :
oups. this one should work better. cheers cyrille
Le 21/03/2012 22:00, Florian Grond a écrit :
hello cyrille,
the glsl_fragment does not like the new shader if I bang it I get:
compile info log: ERROR: 0:43: '!=' wrong operand types ERROR: 0:45: '!=' wrong operand types ERROR: 0:57: '!=' wrong operand types ERROR: 0:59: '!=' wrong operand types
there is a type problem between float and constant int
so it says shader not loaded,
Cheers,
Florian
On 3/21/12 4:07 PM, Cyrille Henry wrote:
hello,
it look like a bug in the original shader. thanks for reporting it.
this shader should work. could you test it so that i commit it if it's ok.
BTW, the fade control is for both right and left. so it can be twice what the user expect. i.e if you want 10 pixel shade on the right, so 10 pixel shade also on the left, you have to set overlap to 20. maybe i should change that. feedback welcome.
Cheers Cyrille
Le 21/03/2012 19:30, Florian Grond a écrit :
Here I could reproduce the problem with the example patch, having it extended over the tripple head projectors. I basically see the shading again only if I drive the overlap to extremely many pixels. I was wondering if this might have something to do with the texturing mode rectangle anywhere?
I modified the the [flat_projection] so that I could define an offset for the windowcreation.
Thanks for any help,
Best,
Florian
On 3/21/12 1:49 PM, Cyrille Henry wrote:
hello,
would it be possible to see your patch? that would be easier to help.
Cyrille
Le 21/03/2012 18:15, Florian Grond a écrit : > Hello Jack, > > 01.flat_projection-help.pd seems to work. > > I see either as 4 by 1 or 2 by the fractal image with decreasing > intensity at the edges giving a fade into black. > > I looked into the guts of [flat_projection] > > and if I send the print message to the glsl_fragemnet and the > glsl_program I get lots of info about user variable uvar#1 to uvar#4 > > I'm usin PD extended 0.42.5 > I compiled GEM from the sources 0.93.3 (added some handmade classes) > My GPU NVIDIA GeForce 7300 GT > > My screen size is 1280 * 1024 > geometry is x 3 y 1 > I would like to have an overlap of about 10 - 15 pixels > > In my installation I see that I get a fade into black only if I > increase the overlap to very high numbers up to have the size of > my x > dimension. So I conclude the fade into black is just too weak. > > How could I change that? > > Thanks, > > Florian > > > > > > So I think the GPU model is ok > > On 3/20/12 6:51 PM, Jack wrote: >> Le 20/03/2012 21:07, Florian Grond a écrit : >>> Dear List, >>> >>> I'm currently working on a horizontal 3 screen projection (tripple >>> head) and I'm using the multiscreen projection flat projection >>> abstraction from Cyrille. >>> >>> The overlap is working nicely but I don't get the it to fade. >>> i.e. I >>> see a vertical stripe of overlap with higher intensity. >>> >>> Any help or pointer where to look for solutions very much >>> appreciated. >>> >>> Cheers, >>> >>> Florian >>> >>> >>> >> Hello Florian, >> >> Can you tell us your configuration (Pd, Gem, GPU model) ? >> Have you a problem with the example 01.flat_projection-help.pd' ? >> ++ >> >> Jack >> >> >> >> _______________________________________________ >> GEM-dev mailing list >> GEM-dev@iem.at >> http://lists.puredata.info/listinfo/gem-dev >
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