Feel free to post or send any shaders. I made a simple 'bleach bypass' one yesterday. ;)
On 7/12/07, vade doktorp@mac.com wrote:
This is great news. Im super busy trying to finish up some things for another project, but come mid august I should have time to port the shaders im working on to PD, and now that Hans is back in NYC I can get him to help ;) Thanks Chris for taking the time to look into this. I havent had a chance to ask the C74 guys anything, but at this point I guess I dont need to.
Much appreciated!
On Jul 12, 2007, at 11:01 PM, Hans-Christoph Steiner wrote:
Come tomorrow, you'll have a list of builds from the build farm...
.hc
On Jul 12, 2007, at 3:35 PM, chris clepper wrote:
Great! Which platform and hardware are you testing on? I should have mentioned that I've only tested on OSX/Nvidia here.
On 7/12/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
it works here. thanks a lot.
cyrille
chris clepper a écrit :
CVS is updated. Hopefully this won't break anyone's compiles.
The attached files are a test patch and the shaders. I will be out of town for a few days and not able to work on this again until next week.
On 7/12/07, chris clepper cgclepper@gmail.com wrote:
I have multitexturing working with GLSL. While I upload the changes to CVS I can explain how it works.
GLSL shaders cannot directly talk to hardware like ARB ones can. The application side code has to tell the shader which hardware texture unit to use. Obviously when I compile GEM there is no way in hell to know what the shader variables are going to be named, so another method to tell the shader which unit to use needs to be in place.
One solution is to hardcode the names of the sampler variables, but that is kind of a hack. The one I put in place uses a message to the glsl_program object with the name of the sampler and the texture unit to use.
How to use:
- create gemwin and turn on rendering
- load shader
- send a [mySamplerName $1( message to glsl_program
- load two movies or images
- set one of the pix_texture units to upload to the same
texture unit you told the shader to use with a [texunit $1( message
This change should be in CVS soon. I will post an example patch in a bit.
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