james tittle schrieb:
hi tebjan,
On Oct 18, 2005, at 2:55 PM, Tebjan Halm wrote:
i know shaders only from directX hlsl like they are implemented in vvvv. there you edit the shader by rightclick on a shader node in a way like james want to have it.
...yeh, but instead of a rightclick on the node, I was thinking of sending a [edit< message to the object (keeping with "the pd way"), and that would open a text widget window, perhaps even on the canvas like ben's [entry]...speaking of which, I checked that out briefly, and it seems pretty nice, but I couldn't get it to print any output on bang...time to look at the code...
the shader code itself contains ALL, that means paramters, vertexshaders, pixelshaders and the way how they should compiled together.
...snip...
that means everything is in one textfile and you just need one object to load and/or edit the shader code, simple and clear.
...that spec looks very similar to CgFX project files, but I don't know of something similar yet for glsl: perhaps we could quickly put something together with XML and start a standard with GEM/GLSL? No time atm, sadly...otoh, a pd patch with the several shader objects, presets, and such would also be similar, although not human readable in the least bit...
best way at all would be to make objects for the shader functions ! graphical shader programming, sheer madness ! ;)
nice greets from the meso office ;)
...meso and vvvv!?! Whatcha doin' slum-ing around here? ;-)
i'm just an intern at meso, i havn't done that much on vvvv, i coded some nodes for math with complex numbers, intersection nodes (quad/line, ray/mesh), midi clock and midi time code, and i added a time filter to the mainloop.
but pd was my first contact with graphical programming and i loved it (and still do). was spending many days and nights with pd programming. first just audio, but soon i learned to use gem, that was perfect for my researches in number theory, to display functions or searching patterns in prime number related questions. but i had often performance problems and so a friend told me about vvvv and that they have spreads (lists, arrays) and every node can handle that spreads and that the gui is more user friendly. so i tried it out and was really impressed. ... at the end i'm landed here. but for audio pd is still unreachable.
Seriously, I've always admired the screenshots and specs of vvvv, but never have had a machine to play around with it :-( ...I'm strictly ppc/osx, tho I guess next year even that'll change.... 'twould be nice if ya'll moved to opengl and went more cross platform :-)
oh yes, thats always a hot discussion, atm it seems that it will be rewritten in c# for all platforms, but no date is set, minimum 2-3 years. vvvv is framerate based (every node has to have finite state at each frame) not event based like pd, so a [t a b a a b] node is not necessary because everything happens in the same time, much better to debug ... but try it yourself if you can ...
l8r, james
cheers