Cypod a écrit :
What books or webpages are out there for learning how to write glsl shaders, for use in 3D?
http://www.glprogramming.com/red/
Has anyone read this one OpenGL(R) Shading Language (2nd Edition) http://tinyurl.com/ysun6z
-> yes, this is my reference book.
Are there any third party applications for writing glsl shaders that can be easially ported over to PD?
you don't need anything more than a text editor to write a shader.
cyrille
On 6/26/07, Cypod cypod25@gmail.com wrote:
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.
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? >>>>>>>>
>>>>>>>> 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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>> >> >>
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-- Alexandre Quessy http://alexandre.quessy.net http://www.puredata.info /Members/aalex
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