im just getting a chance to look at this closer.
i think the idea is to be able to insert a glsl effect as easy as i would a pix object into a chain however I want. it should be easy enough that beginner students could just throw a couple of effects between [pix_video] and [pix_texture] for example as though it WAS a pix object.
there is a description in marius's paper at pdcon09 but his objects were lost do to server crash i guess.
http://gem.iem.at/community/conventions/convention09/schebella.pdf
ive also been looking at [pix_shader] which is a good starting point.
i thought i would write a follow up thinking about this because maybe there should be some more glsl documentation? or maybe clearer documentation?
i also notice that the [pix_texture] help file has no description for Inlet 2... hmmmm
ive seen some attempts at some sort of jitter/glsl (which i know nothing about) called [glsl.slab] and [glsl.slab2]???
but maybe its not possible to make the glsl stuff work so clean and intuitively as marius's paper describes.... at least not as far as my understanding can go.
Again, it should be as easy as:
[gemhead] | [pix_video] | [glsl-effect-01] | [glsl-effect-02] | [pix_gain] (or whatever) | [glsl-effect-03] | [pix_texture] | [rectangle 5.5 4]
... but maybe im dreaming.
m
On Thu, Feb 7, 2013 at 2:54 PM, Cyrille Henry ch@chnry.net wrote:
Le 07/02/2013 19:02, me.grimm a écrit : ...
glsl effects (i never did quite figure out an easy way to chain effects)
use framebufffer : render the image in a framebuffer with a shader, then draw the 1st framebuffer texture in a 2nd framebuffer with a 2nd shader etc. it's quite easy, and hundred time faster than doing video computing in CPU.
cheers c
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