Le 20/08/2014 15:25, Cyrille Henry a écrit :
Le 20/08/2014 13:52, Jack a écrit :
Just try with Gem from git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem.
[glsl_program] works fine. Gem/examples/10.glsl/09 works fine. (get 0/1 from message gem_state so vertex and fragment shaders are loaded)
But i still get pd crash with libvlc.
[gemkeyname] and [gemkeyboard] work fine with object [gemwin] but not with abstraction [abstractions/gemwin].
did you "make clean"? i'm surprised that you get the gemwin object.
It was with the old repository, i will try with the new one : git://git.code.sf.net/p/pd-gem/gem http://git.code.sf.net/p/pd-gem/gem ++
Jack
c
++
Jack
Le 20/08/2014 13:39, Jack a écrit :
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.*
Yep, there is conflict between libvlc and other libraries.
- 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.
The problem seems to be [glsl_program]. An exemple patch is attached ;)
- 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.
Yep. But I also notice [gemframebuffer] with IntelHD doesn't like [format RGB32(. For exemple, in Gem/examples/10.glsl/09... it is possible to change [format RGB32( to [format RGB( to have something working on IntelHD. Maybe it is possible to add a comment in the patch (or add a new message) to explain how to make this patch working on IntelHD ?
- 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.
I just create a patch with :
[gemhead] | [route gem_state] | [print]
and there is no more 0/1 in pd console when you create or destroy gemwin. On my side, i only use [loadbang] to load vertex/geometry/fragment shaders.
- gemmouse work, but not gemkeyname
[gemkeyboard] doesn't work too. ++
Jack
PS : i just notice that i am working with Gem from http://github.com/umlaeute/Gem. I will try with Gem from git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem ...
thanks for all good work cheers c
Le 20/08/2014 10:07, IOhannes m zmoelnig a écrit : 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].
fgmasdr IOhannes
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