I am currently doing some stuff about OpenGL extensions and Vertex Shaders (Coming for Fragment Shaders). Some of you may be interrested. But on one hand i am not yet a developper too, and on a nother hand i dont know what is a branch :) and how to set it in cvs.
hi Ronan,
...sounds great, but could you be a bit more specific? I've also been working on extensions (specifically multitexture) and ARB_vertex_program...
Hi James,
Well the main extension i added is the possibility to render to a texture using the extension WGL_ARB_RENDER_TEXTURE which works pretty well now.
I also coded some tests about Cg Vertex Programs. Those programs work quite well but are not yet enough flexible to be commited. I'm actually facing a difficulty that brings me to study more deeper the Gem project architecture:
What i'd like to achieve is something like a Cg "wrapper" for Gem. And i've thought that i had to instanciate Cg programs with names. This way, if i want to add a new vertexProgram to my patch, i would create an object like the following [GEMcgVertexProgram toto cgfilename]. Then if i want to set the value of a parameter from anywhere in the patch i would set an object like [GEMcgGLSetParameter1f toto parameterName parameterValue]. (i used pd_bind from within the GEMcgVertexProgram class)
My object GEMcgVertexProgram just work very well, even with multiple objects referencing the same Cg program. But i just cant set the parameter with GEMcgGLSetParameter1f because i cant link to the program "toto" from it.
The Solution i think the best is to Create a new Class GEMCgProgram that will be the base class to all my Cg wrapper Objects. But I really dont know how to achieve that and i feel quite lost in the Gem project architecture.
Is there a class which is quite close to what i want to do. This way i could set it as a "re"-starting point ?
I can also upload somewhere my sources and/or gem.dll and .pd files for examples.
I just hope to be clear enough Thanks Ronan
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