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[jitter] Re: Re: building a jitter app with shaders included

(())_n kinomatic at gmail.com
Thu Feb 21 12:59:04 MST 2008


Hi Karl,

It should load the file either way (written into the slab as an  
atribute or loaded with the file message). Just be sure you include  
the file and the spelling is the same.

  I think you do not need to add the cg.framework anymore. It knows to  
do that on the compile. That was for jitter 1.5 I think. Try it  
without doing that.

I don't think that including the shaders in the build script works.  
Because they are loaded later and wont be found when compiled in. But  
I could be wrong about this. Never tried honestly. I just added them  
to the package/contents/support after the build.

> [jit.gl.slab obama @file cc.uyvy2rgba.lite.jxs]


nice context there! are you sure you included the  
"cc.uyvy2rgba.lite.jxs" shader and not just "cc.uyvy2rgba.jxs"?

It should find them, even when written in as an attribute. But I guess  
the work around is to load you shader files after the app has loaded.  
But it should just work as an attribute!

I also, for organization, have all my shaders in a folder that I add  
to the package/contents/support folder and it still finds them. That  
way you can make a folder with copies of the shaders you are going to  
use and just add that folder each time after you compile. Makes for  
faster workflow.

Good it works, the rest seem to just be idiosyncrasies.

cheers

(())_n



On Feb 21, 2008, at 1:49 PM, karl-otto von oertzen wrote:

>
> Kinomatic, thanks again for your help,
>
> i still cant get it to work as i want : each time i start my render  
> i get the "? error: jit.gl.shader: can't find file <null>" message .
>
> reading the shader from a call works but
>
> [jit.gl.slab obama @file cc.uyvy2rgba.lite.jxs] does not;
> would it mean i can not instantiate a shader unless i call it  ?
> shouldnt the shader file be found if it is part of the build script  
> + putting the shaders back into package/contents/support after the  
> build ?
>
> i never had issues building apps before but it is the first time i  
> try to include shaders :(
>
> so far i did the following steps :
> - in the build script : add the shaders + /jitter-shaders/shared/ 
> arb/ + /jitter-shaders/shared/cg/ + /jitter-shaders/shared/glsl/
>
> -  after the build , in package>contents>support i add the  
> Cg.framework
> - and adding the shaders there as well
>
> what else can i do apart from adding a foder of shaders into the  
> app's folder from which to load the required shaders ?
>
>
>
>
> Quote: kinomatic wrote on Thu, 21 February 2008 15:44
> ----------------------------------------------------
>> hi karl,
>>
>> Ok great it is finding the shaders now. Nice error, btw. Here is the
>> voodoo:
>>
>> I also include the following folders in my build script:
>>
>> folder "oncilla:/Applications/MaxMSP 4.6/Cycling '74/jitter-shaders/
>> shared/arb/"
>> folder "oncilla:/Applications/MaxMSP 4.6/Cycling '74/jitter-shaders/
>> shared/cg/"
>> folder "oncilla:/Applications/MaxMSP 4.6/Cycling '74/jitter-shaders/
>> shared/glsl/"
>>
>> But I thought this was not necessary anymore with 1.6.3, but try  
>> it. I
>> might have been thinking of the jitter api.
>>
>> Try to navigate when making the build script to these folders in your
>> MaxMSP 4.6/Cycling '74/jitter-shaders/shared and include those three
>> folders in there to find your correct path to them. Then build the
>> app. About collective I am not sure. But app should work. Remember to
>> put your shaders back into package/contents/support after the build.
>> Again, abstraction and third party externals should be included with
>> the build if they are loaded in the main patch, not after. Try
>> launching the app without them first. If they don't show, include  
>> them
>> in the build script. You can save your build script along the way to
>> speed up this process.
>>
>> cheers
>>
>> (())_n
>>
>> On Feb 21, 2008, at 5:19 AM, karl-otto von oertzen wrote:
>>
>>>
>
> --
> karrrlo
>
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> http://www.cycling74.com/mailman/listinfo/jitter



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