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

(())_n kinomatic at gmail.com
Thu Feb 21 15:05:02 MST 2008


On Feb 21, 2008, at 3:39 PM, karl-otto von oertzen wrote:

>>  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 tried without adding it and got the error message " cant find  
> cg.framework" , adding it cleared the issue


hi karl,

aha. ok. thank you for checking this. I upgraded the jitter I had to  
the x2 release and also put it in my frameworks folder (according to  
the install directions) so this is possibly why I wasn't seeing this  
error. Good to know since people who don't have jitter and max  
installed obviously need this. Thanks! You might be able to include  
this in the build script and not have to copy it.

so to recap. shaders work in your app but only after you load them  
with the file message and not when written as an attribute?

if this is the case, it is not so hard to write a loader for all your  
slabs triggered by a loadbang before you start your render. so there  
is a workaround.

of course it would be nice to not have to do this.

so far we have

1 - folders to include in build script:

/jitter-externals/cg.framework
/jitter-shaders/shared/arb
/jitter-shaders/shared/cg
/jitter-shaders/shared/glsl

2 - then after build copy shaders to package/contents/support (you can  
put them in their own folder there)

issue: slabs will not load shader files written in as file attribute.  
need to be loaded explicitly after app launch.

cheers

(())_n


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