I am hoping to learn more about programming by using PD, but it would also be nice to crank out some good looking shaders in a timely manner
On 6/25/07, Alexandre Quessy <listes@sourcelibre.com> wrote:
HI Cyrille and others.
I modified the abstraction to make opening the two files easier. It
uses file/parentfolder from the PdMtlAbstractions. (try it !! It
answers your question)
For the C programming and such, I just meant that it is nice if we can
tend to make Pd easier to use for people that are not that much used
to advanced programming. A good documentation and a nice structure
helps a lot...
a
2007/6/23, cyrille henry <
cyrille.henry@la-kitchen.fr>:
>
>
> Alexandre Quessy a écrit :
> > Eh Jack !
> > Very nice examples, yes. Cyrille, do you think that one should
> > understand C programming in order to use Pd? I don't.
> i don't see your point here.
> glsl programming is not very diferent from C. So, understanding C is good for learning glsl.
> but you don't nead glsl in order to use pd.
> you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple.
>
>
> > Of course, its
> > low-level orientation makes it perfect for someone to learn lower
> > level stuff.
> >
> > Anyways, I added an abstraction for shaders in the PdMtlAbstractions.
> > See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems
>
> cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path).
> is there a solution for an abstraction to know the directory of it's parent patch?
>
> cyrille
>
> >
> > a
> >
> >
> > 2007/6/19,
jack@rybn.org <jack@rybn.org>:
> >> Yep, very interesting example !
> >> You can "boost" Gem with glsl object.
> >> Is there workshop in Paris about that Cyrille ?
> >> I think, that it would be interesting to do.
> >>
> >> Jack
> >>
> >> >
> >> >
> >> > Hans-Christoph Steiner a écrit :
> >> >>
> >> >> On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
> >> >>
> >> >>> hello,
> >> >>>
> >> >>>
> >> >>> Kyle Klipowicz a écrit :
> >> >>>> Ooop please send any elementary examples of these things.
> >> >>>
> >> >>>
> >> >>> i post a few very diferents shader and the pd patch to use them
> >> here :
> >> >>>
> >> >>> http://drpichon.free.fr/gem_glsl_ch_200070617.zip
> >> >>
> >> >> Wow, these are some nice examples, these should be included in the
> >> >> "examples" section of Pd-extended.
> >> >>
> >> >
> >> > well, i think i should clean up some code and check licence for the
> >> shader
> >> > i did not write.
> >> > where should i put them in order to include them in pd-extended?
> >> >
> >> > cyrille
> >> >
> >> >> .hc
> >> >>
> >> >>>
> >> >>>
> >> >>>> I got
> >> >>>> confused by the Gem docs (they don't explain OpenGL as thoroughly as
> >> >>>> the vanilla Pd-docs explain DSP).
> >> >>>
> >> >>> Gem doc aim is to explain gem specific stuf. but in order to use Gem,
> >> >>> you also need a good openGL book.
> >> >>> (you can find lot's of them)
> >> >>>
> >> >>> cyrille
> >> >>>
> >> >>>
> >> >>>>
> >> >>>> ~Kyle
> >> >>>>
> >> >>>> On 6/17/07, cyrille henry <cyrille.henry@la-kitchen.fr> wrote:
> >> >>>>> hello,
> >> >>>>>
> >> >>>>> Alexandre Quessy a écrit :
> >> >>>>>> Hi all !
> >> >>>>>> The
Toon.vert and Toon.frag shaders don't seem to work quite well
> >> >>>>>> here. I only get some kind of darker or lighter grey depending on
> >> >>>>>> the
> >> >>>>>> value of the "Phong" variable I set it to have. I am using
> >> >>>>>> Pd-extended
> >> >>>>>> 0.39-2 test 5 on Ubuntu Linux Intel. Gem is
0.91-cvs compiled
> >> on Mar
> >> >>>>>> 16 2007. Should I generate something any better ?
> >> >>>>> this is exactly what the toon shader is aiming to do.
> >> >>>>> look at it's code to undersant why.
> >> >>>>>
> >> >>>>>>
> >> >>>>>> Anyone has an other GLSL shader to suggest to try it with ?
> >> >>>>>
> >> >>>>> yes, google has a lot.
> >> >>>>>
> >> >>>>> i have a few other exemple on my computer, tell me if you're
> >> looking
> >> >>>>> for some specific stuf.
> >> >>>>>
> >> >>>>>
> >> >>>>> cyrille
> >> >>>>>
> >> >>>>>
> >> >>>>>>
> >> >>>>>> Thanks !!
> >> >>>>>>
> >> >>>>>> a
> >> >>>>>>
> >> >>>>>> 2007/6/16, chris clepper <cgclepper@gmail.com>:
> >> >>>>>>> GEM is a bit easier to deal with for shaders since there is no
> >> need
> >> >>>>> to do
> >> >>>>>>> any specific wrapper. Any ARB_ vertex or fragment shader and any
> >> >>>>>>> GLSL
> >> >>>>>>> shader you find on the web can work in GEM without modification.
> >> >>>>> In some
> >> >>>>>>> cases you might need to change something in the shader text to
> >> deal
> >> >>>>> with
> >> >>>>>>> rectangle vs 2D textures.
> >> >>>>>>>
> >> >>>>>>>
> >> >>>>>>> On 6/16/07, Cypod <cypod25@gmail.com> wrote:
> >> >>>>>>>>
> >> >>>>>>>> On the cycling74 webpage there is an interesting article about
> >> >>>>> writing
> >> >>>>>>> shaders for jitter:
> >> >>>>>>>> http://cycling74.com/story
/2007/5/23/181113/507
> >> >>>>>>>>
> >> >>>>>>>>
> >> >>>>>>>>
> >> >>>>>>>>
> >> >>>>>>>> is there a similar function available for GEM? Has anyone had
> >> >>>>> experience
> >> >>>>>>> with doing this?
> >> >>>>>>>> _______________________________________________
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> >> >>
> >> ------------------------------------------------------------
----------------
> >>
> >> >>
> >> >>
> >> >> http://at.or.at/hans/
> >> >>
> >> >>
> >> >>
> >> >>
> >> >
> >> > _______________________________________________
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>
--
Alexandre Quessy
http://alexandre.quessy.net
http://www.puredata.info
/Members/aalex
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