and i forget to say that i had to change in gemdefaultwindow : gemglxwindow to Gem/gemglxwindow
c
Le 20/08/2014 11:07, Cyrille Henry a écrit :
Hello,
thanks for the answer, sorry i missed that. things work lot's better now!!!
i still have few problem :
- when starting pd in the Gem/ folder, it start correctlly. when starting pd in an other folder, pd segfault when loading gem_videoVLC plugin
so, i just remove it : sudo rm /usr/local/lib/pd/extra/Gem/gem_videoVLC.*
i did not try all example, but most work. i do however have some problem with Gem/examples/10.glsl/05.multitexture_bis.pd if i open and close this patch, pd segfault (even without opening a rendering window). The patch did work.
some other shader example did not render anything unless i configure optimus to use the nvidia card. It's not a gem fault, just the intel HD and it's driver.
gemwin use to send 1 / 0 when start / stop rendering. i sometime use this to load shader, like in example Gem/examples/10.glsl/09... In this example, i have to manually load the shader.
gemmouse work, but not gemkeyname
thanks for all good work cheers c
Le 20/08/2014 10:07, IOhannes m zmoelnig a écrit :
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On 2014-08-19 18:11, Cyrille Henry wrote:
hello,
i just tested the current Gem git. (i'm still using on ubuntu linux 14.04, intel hd4000)
gemwin did not create. Gem/gemdefaultwindow can be created. it use gemglxwindow. (i have both gemglutwindow.pd_linux and gemglxwindow.pd_linux in /usr/local/lib/pd/extra/Gem)
sending the create message on this object did create an empty window. but sending "1" did not enable rendering, i only get : gemglxwindow: no method for 'float'
so : why did gemdefaultwindow is not named gemwin?
that's by design.
(sould i just make a symlink?)
no. [gemwin] and [gem*window] are *not* the same.
more important : how can i enable rendering?
the design is obviously different from what you expect.
[gemdefaultwindow] (or rather it's underlying implementations like [gemglxwindow] or [gemglutwindow]) is really just a very thin wrapper around an openGL-context. all it can do is to create/destroy an openGL-context (aka window), and make that context the "current" one (so any openGL commands are exectuted within this context).
it does a lot less than [gemwin], which handles viewpoints, rendering,...
short overview:
starting with Gem-0.94 (that is: current git), [gemwin] is now an abstraction (found in abstractions/). internally it uses [gemdefaultwindow] to create/destroy/switch-to windows/contexts, which is just another abstraction that wraps the actual implementation (e.g. [gemglfw3window]), but you really need the entire [gemwin] abstraction to use Gem as you used to.
apart from separating platform-independent code (as found in the [gemwin] abstraction) and platfrom-dependent code (the actual [gem*window] backend), this also allows the user to change the behaviour of [gemwin] without needing a compiler.
conclusion: add abstractions/ to your path, so you have a proper [gemwin].
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