hi, dear list !
i'm looking for an insight into some questions i ran into recently when i decided to give GEM a serious shot after all. please be patient, i'm probably spoiled by JITTER ...
PD 0.47.1 GEM 0.93.3 WINDOWS 7/64bit
1.) is there a way to do image processing (i.e. levels, contrast, satturation etc.) on the GPU ?
as far as i understood [pix_...] objects do all their processing with the CPU and others like [color] do it in openGL (thus GPU), is that right ? now, for big textures (1280x720 or bigger) that would be the preferable way of manipulating things, right ?
2.) i'm looking for objects that do "compositing", i.e. ways to overlay two pix sources. apart from the ones existing (add, multiplay, subtract, mix) , i would love to have the well-known (AE,vegas, etc.) compositing modes like "darken", "lighten", "dodge" "difference" etc. - but also chromakeying !
is this possible ? and is it possible to do in opengl rather than with a [pix_] object ?
3.) concerning shaders: documentation here is quite sparse and no GLSL example patch works on my machine
the PD window says just this:
[glsl_vertex]: error reading file [glsl_fragment]: error reading file
is my graphics card not up to it ?
4.) are there any GEM GLSL shaders collections around ? i didn't really find anything useful. again i am basically searching for compositing shaders (like the ones that VADE made for Jitter some years ago) and something like brightness, contrast, saturation etc.)
thanks for any hints and helps !
best
oliver
hi, dear list !
i'm looking for an insight into some questions i ran into recently when i decided to give GEM a serious shot after all. please be patient, i'm probably spoiled by JITTER ...
PD 0.47.1 GEM 0.93.3 WINDOWS 7/64bit
1.) is there a way to do image processing (i.e. levels, contrast, satturation etc.) on the GPU ?
as far as i understood [pix_...] objects do all their processing with the CPU and others like [color] do it in openGL (thus GPU), is that right ? now, for big textures (1280x720 or bigger) that would be the preferable way of manipulating things, right ?
Asking a similar question recently on this list I got told that a lot is possible using shaders. See if you have a folder named 10.glsl on your OS somewhere that could hold Gem examples for shaders.
Searching the mailing list archive https://lists.puredata.info/pipermail/pd-list/ for "shaders" https://lists.puredata.info/search?P=shaders&G=Pd-list&HITSPERPAGE=2... might give you results as well.
2.) i'm looking for objects that do "compositing", i.e. ways to overlay two pix sources. apart from the ones existing (add, multiplay, subtract, mix) , i would love to have the well-known (AE,vegas, etc.) compositing modes like "darken", "lighten", "dodge" "difference" etc. - but also chromakeying !
is this possible ? and is it possible to do in opengl rather than with a [pix_] object ?
Look for help patches 12.blending.pd 13.maskDancer.pd 14.takeAlpha.pd 15.pix_alpha.pd
and the [pix_chroma_key] object and its documentation perhaps.
hi, sorry to bump in again
Peter P. wrote:
Asking a similar question recently on this list I got told that a lot is possible using shaders.
thought so ;-)
See if you have a folder named 10.glsl on your
OS somewhere that could hold Gem examples for shaders.
that's what i did. unfortunately i can't get any shader-related patch to work. i tried them all in the 10.glsl folder. always ends up in
[glsl_vertex]: error reading file [glsl_fragment]: error reading file
in the console.
the graphic-card is NVIDIA GeForce GT 630M, WIN7/64bit. is it the card that's wrong ?
GEM-related stuff seems to be pretty scattered on the web, those who are using it at all seem to do so quite privately.
at least i wasn't able to find something like a patch repository or a dedicated discussion forum that could hopefully explain the GEM world a little deeper. the help files and tutorials are sparse and a little dated (however useful to get me starting !)
any further info regarding the use of shaders in GEM is highly appreciated !
happy easter !
oliver
hello,
Le 14/04/2017 à 15:09, oliver a écrit :
hi, sorry to bump in again
Peter P. wrote:
Asking a similar question recently on this list I got told that a lot is possible using shaders.
thought so ;-)
See if you have a folder named 10.glsl on your
OS somewhere that could hold Gem examples for shaders.
that's what i did. unfortunately i can't get any shader-related patch to work. i tried them all in the 10.glsl folder. always ends up in
[glsl_vertex]: error reading file [glsl_fragment]: error reading file
in the console.
the graphic-card is NVIDIA GeForce GT 630M, WIN7/64bit. is it the card that's wrong ?
no, I did most of the glsl example using this GPU.
can you open the shader file on a windows text editor? I never had this kind of error. After 15 years without windows, it still surprise me.
GEM-related stuff seems to be pretty scattered on the web, those who are using it at all seem to do so quite privately.
at least i wasn't able to find something like a patch repository or a dedicated discussion forum that could hopefully explain the GEM world a little deeper. the help files and tutorials are sparse and a little dated (however useful to get me starting !)
any further info regarding the use of shaders in GEM is highly appreciated !
How to use a shader with GEM is explain in the examples, and it is usually straightforward.
How to develop shader is not specific to GEM, and you'll file billions of website dedicated to glsl.
cheers c
happy easter !
oliver
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On 04/14/2017 04:30 PM, cyrille henry wrote:
[glsl_vertex]: error reading file [glsl_fragment]: error reading file
[...]
can you open the shader file on a windows text editor?
i can think of two possible problems:
mdsa IOhannes
zmoelnig@iem.at wrote:
On 04/14/2017 04:30 PM, cyrille henry wrote:
[glsl_vertex]: error reading file [glsl_fragment]: error reading file
[...]
can you open the shader file on a windows text editor?
i can think of two possible problems:
- line endings (CRLF vs LF)
that was it ! thank you for pointing that out, IOhannes !
now everything loads and works alright !
in case anybody else needs the corrected version for windows, here's a .zip file with the CRLF to LF converted files from the folder "10.glsl":
https://wolke.klingt.org/public.php?service=files&t=7de776cf94e2824091cf...
best
oliver
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hi, people !
some update on the subject:
i looked around and found this GEM-shader dedicated github-space:
bingo ! all of those patches worked alright !
more important for anybody interested: it contains a very useful abstraction called "pix_shader.pd" which makes working with glsl shaders much easier !
cyrille henry wrote:
can you open the shader file on a windows text editor? I never had this kind of error.
IOhannes wrote:
i can think of two possible problems:
- line endings (CRLF vs LF)
- paths with spaces
i think i can rule out the latter - i have PD on running as a "standalone" application on an extra partition with no-space paths. plus all other files (images etc.) that are called with an "open" message in the GEM glsl example patches load alright
i will give messing around with line endings a try
How to develop shader is not specific to GEM, and you'll file billions of website dedicated to glsl.
well, as i said i didn't find too many ...
the good thing about the aforementioned site is, that it contains not only the glsl shaders but also PD-patches to dig deeper into the glsl functions/code.
thanks for all replys, already helped a lot !
========================================================================
again, a call to the list:
a dedicated place that holds a collection of glsl shaders/examples optimized for GEM (i.e. with help patches) would be great, and i think the puredata.info/downloads section would be a good place to hold it.
if you know about other PD (GEM) dedicated glsl site or github space, i'd be glad if you could post it.
========================================================================
best
oliver
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Hi Oliver,
Perhaps useful if you haven't seen this thread already: (I think a few more in archives too) http://thread.gmane.org/gmane.comp.multimedia.puredata.general/81617
Regards,
Julian
On 15 April 2017 at 14:36, oliver oliver@klingt.org wrote:
hi, people !
some update on the subject:
i looked around and found this GEM-shader dedicated github-space:
bingo ! all of those patches worked alright !
more important for anybody interested: it contains a very useful abstraction called "pix_shader.pd" which makes working with glsl shaders much easier !
cyrille henry wrote:
can you open the shader file on a windows text editor?
I never had this kind of error.
IOhannes wrote:
i can think of two possible problems: - line endings (CRLF vs LF) - paths with spaces
i think i can rule out the latter - i have PD on running as a "standalone" application on an extra partition with no-space paths. plus all other files (images etc.) that are called with an "open" message in the GEM glsl example patches load alright
i will give messing around with line endings a try
How to develop shader is not specific to GEM, and you'll file billions
of website dedicated to glsl.
well, as i said i didn't find too many ...
the good thing about the aforementioned site is, that it contains not only the glsl shaders but also PD-patches to dig deeper into the glsl functions/code.
thanks for all replys, already helped a lot !
========================================================================
again, a call to the list:
a dedicated place that holds a collection of glsl shaders/examples optimized for GEM (i.e. with help patches) would be great, and i think the puredata.info/downloads section would be a good place to hold it.
if you know about other PD (GEM) dedicated glsl site or github space, i'd be glad if you could post it.
========================================================================
best
oliver
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On 2017년 04월 15일 15:36, oliver wrote:
hi, people !
some update on the subject:
i looked around and found this GEM-shader dedicated github-space:
This is just a fork of https://github.com/b01xy/glsl
i saw this :
https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
2017-04-12 21:41 GMT+02:00 Peter P. peterparker@fastmail.com:
- oliver oliver@klingt.org [2017-04-12 14:21]:
hi, dear list !
i'm looking for an insight into some questions i ran into recently when i decided to give GEM a serious shot after all. please be patient, i'm probably spoiled by JITTER ...
PD 0.47.1 GEM 0.93.3 WINDOWS 7/64bit
1.) is there a way to do image processing (i.e. levels, contrast, satturation etc.) on the GPU ?
as far as i understood [pix_...] objects do all their processing with the CPU and others like [color] do it in openGL (thus GPU), is that right ? now, for big textures (1280x720 or bigger) that would be the preferable
way
of manipulating things, right ?
Asking a similar question recently on this list I got told that a lot is possible using shaders. See if you have a folder named 10.glsl on your OS somewhere that could hold Gem examples for shaders.
Searching the mailing list archive https://lists.puredata.info/pipermail/pd-list/ for "shaders" https://lists.puredata.info/search?P=shaders&G=Pd-list& HITSPERPAGE=20&SORT=-1 might give you results as well.
2.) i'm looking for objects that do "compositing", i.e. ways to overlay
two
pix sources. apart from the ones existing (add, multiplay, subtract,
mix) ,
i would love to have the well-known (AE,vegas, etc.) compositing modes
like
"darken", "lighten", "dodge" "difference" etc. - but also chromakeying !
is this possible ? and is it possible to do in opengl rather than with a [pix_] object ?
Look for help patches 12.blending.pd 13.maskDancer.pd 14.takeAlpha.pd 15.pix_alpha.pd
and the [pix_chroma_key] object and its documentation perhaps.
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