2014-08-20 13:52 GMT+02:00 Jack <jack@rybn.org>:
Just try with Gem from git://pd-gem.git.sourceforge.net/gitroot/pd-gem/Gem.

this is the (too) old repo, up-to-date code is here : git://git.code.sf.net/p/pd-gem/gem
please try with that

+
a


[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].

++

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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