What books or webpages are out there for learning how to write glsl shaders, for use in 3D?
http://en.wikibooks.org/wiki/Programming:OpenGL
Has anyone read this one OpenGL(R) Shading Language (2nd Edition) http://tinyurl.com/ysun6z
Are there any third party applications for writing glsl shaders that can be easially ported over to PD?
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. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems
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 >>>>>> >>>>>> >>>>> >>>>> >>>> >>>>
>>>> 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
-- Alexandre Quessy http://alexandre.quessy.net http://www.puredata.info /Members/aalex
PD-list@iem.at mailing list UNSUBSCRIBE and account-management ->
http://lists.puredata.info/listinfo/pd-list
-- B~ www.cypod.co.nr