hey all,
...finally getting over the flu, or whatever it was: not a good way to start the year! I decided to give ben's [entry] another go since the fixes/corrections in december, and sure enough it's working correctly now...
...so now I'm trying to figure out how use this as an input to the various program objects (glsl, arb): I can see that it's outputting a symbol list, but it also produces the weird "escaping" for "," and ";", so I'm a bit unsure as to how to parse the input into a usable program string? Is the idea to just look for "\", removing that and just using the following symbol?
...also wondering if we're going to need to include other escaping, like for returns or other punctuations that are generally found in shader programs: I'm pretty sure that opengl can handle strings without returns, but don't have the spec/manual in front of me...
jamie
james tittle wrote:
hey all,
...finally getting over the flu, or whatever it was: not a good way to
hija. good to hear that everythings good now.
start the year! I decided to give ben's [entry] another go since the fixes/corrections in december, and sure enough it's working correctly now...
...so now I'm trying to figure out how use this as an input to the various program objects (glsl, arb): I can see that it's outputting a symbol list, but it also produces the weird "escaping" for "," and ";", so I'm a bit unsure as to how to parse the input into a usable program string? Is the idea to just look for "\", removing that and just using the following symbol?
...also wondering if we're going to need to include other escaping, like for returns or other punctuations that are generally found in shader programs: I'm pretty sure that opengl can handle strings without returns, but don't have the spec/manual in front of me...
GLSL doesn't care about line-breaks just like C. however debugging will be harder (try to find the error in line-1!).
which other characters are needed? i will have a look at the escaping (bset thing would be to de-escape in the C-part of [entry])
mfg.adsr IOhannes
I was going to leave this stuff until PD has a string format that we can use rather than a list or symbol.
Maybe this is a good time to push it through.
Johannes, what is this about a string format as a list of ascii values? sounds handy and related to any2ascii as well...
.b..
IOhannes m zmoelnig wrote:
james tittle wrote:
hey all,
...finally getting over the flu, or whatever it was: not a good way to
hija. good to hear that everythings good now.
start the year! I decided to give ben's [entry] another go since the fixes/corrections in december, and sure enough it's working correctly now...
...so now I'm trying to figure out how use this as an input to the various program objects (glsl, arb): I can see that it's outputting a symbol list, but it also produces the weird "escaping" for "," and ";", so I'm a bit unsure as to how to parse the input into a usable program string? Is the idea to just look for "\", removing that and just using the following symbol?
...also wondering if we're going to need to include other escaping, like for returns or other punctuations that are generally found in shader programs: I'm pretty sure that opengl can handle strings without returns, but don't have the spec/manual in front of me...
GLSL doesn't care about line-breaks just like C. however debugging will be harder (try to find the error in line-1!).
which other characters are needed? i will have a look at the escaping (bset thing would be to de-escape in the C-part of [entry])
mfg.adsr IOhannes
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