hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
hmm, did not think about that, how are 3d perlin noise textures rendered then? are they rendered in realtime? only one frame? marius.
chris clepper wrote:
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Have you tried the noise command? It's in the spec, but I think it's hit and miss how much vendors support it.
It's better to generate these procedurally to avoid the memory requirements, I'm sure there is some perlin glsl source around if your driver doesn't support it.
hmm, did not think about that, how are 3d perlin noise textures rendered then? are they rendered in realtime? only one frame? marius.
chris clepper wrote:
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
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
Dave Griffiths wrote:
Have you tried the noise command? It's in the spec, but I think it's hit and miss how much vendors support it.
It's better to generate these procedurally to avoid the memory requirements, I'm sure there is some perlin glsl source around if your driver doesn't support it.
my questions are a combination of learning glsl and testing the features of gem. I am trying to get some shaders work in pd that I found included in xcode. these shaders that have a bunch of code in a seperate file (not vert and frag). I don't know how to implement this in glsl_program or any other gem render chain...
what is the noise command?
marius.
Dave Griffiths wrote:
Have you tried the noise command? It's in the spec, but I think it's hit and miss how much vendors support it. It's better to generate these procedurally to avoid the memory requirements, I'm sure there is some perlin glsl source around if your driver doesn't support it.
my questions are a combination of learning glsl and testing the features of gem. I am trying to get some shaders work in pd that I found included in xcode. these shaders that have a bunch of code in a seperate file (not vert and frag). I don't know how to implement this in glsl_program or any other gem render chain...
what is the noise command?
Sorry, I'm probably confusing things as I don't know enough about what you are doing (or pd for that matter).
GLSL has a noise command in it's spec, for doing 1,2 or 3D perlin noise lookups. On further reading though, this seems to be unsupported in the majority of cases.
The thing is that to avoid having to deal with huge 3D textures it's best to generate the noise procedurally (especially as it's procedurally generated to begin with anyway). There should be some glsl code floating around the net to do it (it's not actually that hard to do)
cheers,
dave
marius schebella a écrit :
hmm, did not think about that, how are 3d perlin noise textures rendered then? are they rendered in realtime? only one frame? marius.
if you have a 64x64x64 noise sampler, it's quite easy to compute perlin noise in real time.
cyrille
chris clepper wrote:
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
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
do you have any examples for that? otherwise, I hope I will figure out myself. marius.
cyrille henry wrote:
marius schebella a écrit :
hmm, did not think about that, how are 3d perlin noise textures rendered then? are they rendered in realtime? only one frame? marius.
if you have a 64x64x64 noise sampler, it's quite easy to compute perlin noise in real time.
cyrille
chris clepper wrote:
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
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
This exemple use a 2D texture in order to create a 2D perlin noise. extending it to 3D should be easy with a sampler3D.
cyrille
marius schebella a écrit :
do you have any examples for that? otherwise, I hope I will figure out myself. marius.
cyrille henry wrote:
marius schebella a écrit :
hmm, did not think about that, how are 3d perlin noise textures rendered then? are they rendered in realtime? only one frame? marius.
if you have a 64x64x64 noise sampler, it's quite easy to compute perlin noise in real time.
cyrille
chris clepper wrote:
There really isn't 3d texture support in GEM. Now that GPUs have a fair amount of RAM it might be a good feature to add (512x512x512xRGBA is a lot of memory).
On 10/1/07, marius schebella marius.schebella@gmail.com wrote:
hi again, how can I create and/or load 3d textures (like 3d perlin noise) to a glsl program, so that I can use them for sampler3d textures? marius.
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