jack@rybn.org a écrit :
Yep, very interesting example ! You can "boost" Gem with glsl object. Is there workshop in Paris about that Cyrille ?
not yet, but i think i'll contact the CRAS in september in order to make a Gem workshop.
in this list, who would be interested in a Gem workshop in paris? a glsl workshop?
Yep, i'm interesting.
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 :
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? >>>> _______________________________________________ >>>> 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 >
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