...that deal with pure data
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i found it quite hard to understand the basics of using framebuffering within pd for the use of freeframe-, [pix_] and glsl effects on models and normals.
since i am not the only one, it seems, i put together a little patch of the way that works best for me at the moment.
i can't give any actual help on how to write glsl pixelshaders, since i am at the stage of randomly poking code from opengl helpfiles in the hope of understanding what is happening.
quite a bit of this patch has been copied together from other patches i found - can't remember where from, so i can't credit.
the downside of this patch is, that because you create a new rectangle on which the whole scene is textured, you loose versatility in using lights and depth of the viewport.
i use this in conjunction with normal gemchains an obviously, other objects visibly cut through the rectangle.
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Thank you flo, this really helps understanding what could be achieved by using framebuffering techniques.
It worked fine and I've been able to apply all sort of effects — freeframe included — to the 3D rotating object.
BUT as I go for little more complex animations, let's say using some simple pmpd physics library, it really slows down the overall performance of my machine.
I kind of have the feeling that this is too much a workaround for solving efficently the problem.
OpenGL language is too much difficult for me (the same for GLSL). It involves some deep knowledge of C++ and some practice with graphic hardware specific code.
Since nobody else replied and in a couple of days I didn't reach any significant success, I guess I have two options: give up and wait for an expert to develop abstractions and library to achieve those kind of effects or switch to another more graphic oriented software keeping using PD for sounds and other computing operations.
Thank you very much for your help.
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the freeframe effects (i assume, you use pete wardens freeframe collection) are notorious for cpu load (especially in pd). using them, it doesn't matter if i use this method or effects on a video, the load is always extremely high.
i am planning to not using them in the future at all and instead build up my own collection of firstly ported glsl ones from example files and lastly of course my own. ... won't be happening anytime soon though.
keep in mind, that i used 800x600 with 25fps for window and buffersize. maybe using sth smaller and a tad lower framerate will help you.
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