Le 22 nov. 2016 à 11:42, cyrille henry <ch@chnry.net> a écrit :



Le 22/11/2016 à 14:39, Jack a écrit :
Hello,

Le 22/11/2016 à 12:47, cyrille henry a écrit :
hello,

maybe we can try starting on the mailing list, and if a specific
question need to be discuss, we can join on IRC.

So, the questions i've got are :
- is a mandatory feature is missing?
- is help files up to date with all new functionalities?
- what need to be done to compile on osX?
- what need to be done to compile on windows?

Is there enough abstractions using shaders for simple effects like
contrast, brightness, hue, saturation, etc. that can replace pix_* objects.

Nowdays, there are lot's of online resource about shaders.
I think Gem provide the minimum to understand how to work with shaders in Gem.

I have no plan to create more shader example, unless i've missed an important feature.
But is someone else want to create more example, he is welcome.

I copied the entire Book of Shaders examples for pd about a year ago, and with the help of Dan Wilcox made it so you can copy-paste Shadertoy examples straight into Pd as well.

You can find it here under graphics: https://github.com/danomatika/BangYourHead



Is there enough examples/99.games (or something else) as "case study" ?
there will never be enough!
;-)
but again, adding more should slow down a release cycle.

cheers
c

++

Jack



- is there anything else?

cheers
c



Le 22/11/2016 à 09:44, IOhannes m zmoelnig a écrit :
On 2016-11-21 13:21, Nicolas Montgermont via GEM-dev wrote:
Hello,

Did you had the opportunity to discuss this topic in pdcon?

unfortunately we did not.
(it was scheduled for sunday morning; but then program ran a bit late on
sunday (due to excessive drink consumption) and i had to catch my plane.

so we just need to do that,
- either on this mailing list
OR
- on IRC

fgmasdf
IOhannes



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