On Sat, 2008-10-18 at 13:12 +0200, cyrille henry wrote:
Roman Haefeli a écrit :
On Fri, 2008-10-17 at 18:25 +0200, cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
it doesn't seem to work on my box. no matter, what shader i load, the texture looks the same. when i click on one of the shader loaders, i get the following messages:
[pix_texture]: using mode 0: TEXTURE_2D linking: link 5.60519e-45 4.2039e-45 linking: link 5.60519e-45 7.00649e-45
and
[pix_texture]: using mode 1: TEXTURE_RECTANGLE linking: link 2.8026e-45 7.00649e-45 linking: link 2.8026e-45 4.2039e-45
no change in the picture whatsoever.
both shader are doing the same. i.e : almost nothing! the images should only be a little bit darker than without the shader.
also the ID number is out of the range in order to be represented properly:
2.8026e-45
it's not displaying correctly, but it is computed correctly.
i remember there was a discussion once about this on the gem-dev list. is there a fix for that?
yes, there was a bug there, but it was corrected. the value you have show that it's working.
i am on ubuntu hardy with an nvidia Quadro NVS 140M and i very much hoped, that i have now opengl 2.x. glxinfo:
OpenGL version string: 2.1.2 NVIDIA 169.12
do you think, shader stuff is supposed to work on my box? if so, what can i do to make it work?
i'm no specialist in nvidia card, but it look like it's shader compliant.
everything else look good, so i suspect it is working. if you change color = color * 0.5; with : color = color * 0.1; and reload the shader, the images should be darker. (change in texture.frag)
could you also try the other examples?
thanks for your help. the example 01.simple_texture.pd does indeed work. the problem was, that the picture was already dark, when i started gemwin, because i didn't know in which order to click the several messages. yet, i really don't understand how these [glsl_*] classes are working, but i hope i can dive into it. having saturation processed on the gpu would save oli's and my project.
also all the other examples are working well (on my new box, it's fun to play with). it's amazing what you can do with shaders.
roman
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