Le 23/03/2012 16:32, Florian Grond a écrit : ...
OK understood! when I set screen and computer geometry to the same values it works for me too. So maybe the interface needs to show only one and apply the setting to both?
well, you don't need to have the same screen geometry on the computer and on the display. i mean : if you have a standard setup with a screen on the right, and one on the left, you may want to have them one on top of the other for your installation... (so having a 2x1 and 1x2 geometry for the computer and screen)
if you have 1 single graphic card with 2 output : 1 normal and one with a tripleheard : 4 screens are connected on a single row, but you can use that to display a 2x2 matrices... (having a 4x1 and a 2x2 geometry for the computer and screen)
so, having screen geometry and computer geometry different is a very useful feature of this example.
cheers c
Thanks again for your response and the quick fix,
Florian
hope that help. i'll add a comment in the example patch.
thanks for the feedback Cyrille
Le 22/03/2012 21:32, Florian Grond a écrit :
Hello Cyrille,
yes, maybe a second inlet to the gemwin might be what it needs or just one route message for the gemwin for things that are not related to the soft edging like
gemwin frame 25 or gemwin border 1
as far as the bug that I encounter is concerned I discuss them example by example. But don't take me wrong it works for me already and I'm very happy about it. Either I have a hardware specific problem or the order how the framebuffer is clampt onto the rectangle is kind of messed up as far as mostly the vertical order is concerned. In any case in the working 3 1 example I generally see two ways how to strech and clamp the texture. Aspect ratio preserving for the content. or such that all the content is shown but a little bit deformed.
horizontal row of screens:
1 1 (unrealistic case) shading to black happens at the right edge texture moves to the left with increasing overlap
2 1 shading on the right screen on both edges, left and also wrongly on the right. shading on the left screen on the right edge only left edge remains unshaded as it should texture on the right screen is stretched symmetrically to left and right textures on the left screen is streched towards left
3 1 (my case) works for me! shading only at the edges that are close to the middle screen I wonder if the textures have to move on the left and on the right screen. I guess this is a question of preserving the aspect ratio of the content of the projection
4 1 like 3 1 but the fourth screen on the right shows vertical stripes as artifacts, which is the texture content of the leftmost screen on the top.
vertical colums of screens:
1 2 shading happens only at the vertical edges, left right on top, only right at the bottom. No shading horizontally in the middle. Content of the screen doe not seem to be properly distributed starts on the top screen and not in the middle of both.
1 3 content starts in the middle but when I increas the fractal.jpg it seems to distribute the content as if the geometry is 3 1 rather than 1 3
mixed mode
2 2 rendering of a small fractal.jpg starts at the bottom right. when increasing, it extents correctly towards the bottom left. The top left shows part of the texture and the top right is vertical stripy artifacts
On 3/22/12 1:06 PM, Cyrille Henry wrote:
hello,
Le 22/03/2012 16:56, Florian Grond a écrit :
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.
what do you mean? it look like it should imo. maybe there is a bug so it did not look the same here or on your computer, or we may did not have the same expectation.
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
well, i'm usually not a big fan of gui. maybe it jus miss an inlet connected to the gemwin ...
Cyrille
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 >>>>>> >>>> >> > > > _______________________________________________ > GEM-dev mailing list > GEM-dev@iem.at > http://lists.puredata.info/listinfo/gem-dev