Cypod a écrit :
I think that the fractal patch has some initialization settings, and that I'm just putting in the wrong numbers, or there is a texture map that I don't have?
when you start this patch, you don't need to anually initialize anything. just create the gem windows, and load the shader. there is no texture map.
By the way what is the difference between the ~ and no ~ frag & vert?
~ file are save file created by my text editor. you can delete them.
This is my graphics card:
well,
maybe we can ask Chris. he certainly know lot's more than me on this subject.
cyrille
NVIDIA GeForce 6600:
Chipset Model: GeForce 6600 Type: Display Bus: PCI Slot: SLOT-1 VRAM (Total): 256 MB Vendor: nVIDIA (0x10de) Device ID: 0x0141 Revision ID: 0x00a4 ROM Revision: 2149
Displays: DELL 2007FP: Resolution: 1600 x 1200 @ 60 Hz Depth: 32-bit Color Core Image: Supported Main Display: Yes Mirror: Off Online: Yes Quartz Extreme: Supported
On 6/25/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
Cypod a écrit :
GemwinMac: width - 500 height - 500 GemWindow Activate err = 0 GEM: Start rendering error: [glsl_vertex]: need to load a shader ... you might be able to track this down from the Find menu. error: [glsl_fragment]: need to load a shader linking: link 1 0 linking: link 1 2 [glsl_program]: vertex shader running in hardware [glsl_program]: fragment shader running in hardware
this is normal (it does the same on my computer).
so, i don't understand why it does not work on your computer. do you have an old graphic card (or old driver)? maybe the loop instruction are not implemented in older hardware.
cyrille
last trackable error:
[glsl_program]: glsl_Program Hardware Info [glsl_program]: ============================ [glsl_program]: [glsl_program]: uvar#0: "zoom": [glsl_program]: GL_FLOAT [glsl_program]: uvar#1: "center": [glsl_program]: GL_FLOAT_VEC2_ARB [glsl_program]: uvar#2: "maxIterations": [glsl_program]: GL_FLOAT [glsl_program]: uvar#3: "gl_ModelViewProjectionMatrix": [glsl_program]: GL_FLOAT_MAT4_ARB
On 6/23/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
Cypod a écrit :
These are really cool examples, thanks for sending them. They all worked for me, except the fractal one was all black and there was a uniform float maxIterations; error
what was exactly the error?
cyrille
On 6/17/07, cyrille henry cyrille.henry@la-kitchen.fr 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
> 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? >>>>> _______________________________________________ >>>>> PD-list@iem.at mailing list >>>>> UNSUBSCRIBE and account-management -> >>>> http://lists.puredata.info/listinfo/pd-list >>>> _______________________________________________ >>>> PD-list@iem.at mailing list >>>> UNSUBSCRIBE and account-management -> >>>> http://lists.puredata.info/listinfo/pd-list >>>> >>>> >>> >> _______________________________________________ >> PD-list@iem.at mailing list >> UNSUBSCRIBE and account-management -> >> http://lists.puredata.info/listinfo/pd-list >> > _______________________________________________ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list