Cypod a écrit : > These are really cool examples, thanks for sending them. They all > worked for me, except the fractal one was all black and there was a > uniform float maxIterations; error what was exactly the error?
cyrille > > On 6/17/07, cyrille henry <[EMAIL PROTECTED]> 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 >> >> >> > 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 <[EMAIL PROTECTED]> 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 <[EMAIL PROTECTED]>: >> >> >> 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 <[EMAIL PROTECTED]> 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