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This 100% works, we’ve tested it, and you can send from within the same app, kind of emulating the Spooky patches for images. Are you sure you are setting your Syphon Server to have a unique name and that the Syphon Client has both the App Name and Server Name set up correctly?
What machine are you on? I did notice a bug on my i7 MBP (NV 330m) where it was not outputting as expected. I need to see whats up 🙁
B and A 🙂
Well, I still am not sure what you are doing, so its hard for me to quantify what/why. Send me off list/forum, and ill take a peek. Im curious.August 25, 2010 at 7:43 am in reply to: Interesting Scenario – v002 Blurs with certain patches #4159
Hm. Ive not seen anything like that in along time. I do know from playing with the Skanky SDK image output was very very odd. It could be an odd OpenGL State leak, or non validation. Apple does not give any examples of actual image processing effects, and there is no documentation of any GL state that changes for any patches. Core Image in essence ignores GL state (it actually forces its own), so its less of an issue there. However performance is worse with Core Image. I saw your email, ill check and talk to the Kineme folks and see if there is an edge case neither of us is handling. Thanks.
The Rutt Etra emulator is written to emulate the Rutt Etra, not just do extrusion, so it does some things for quality (especially if you pre process). A straight vertex shader extrusion will trounce it, but I bet look and feel different. Did you post it somewhere?
Well, where to begin.
I use Geometry shaders in some QC plugins (for work), and you can only do it in a Plugin due to some specifics of how you have to init, specify number of output vertices, and specify in and out geometry primitives for the shader, and of course because the built in GLSL patch does not support it*. But its 100% doable in QC in a plugin if you are sure to reset and not leak OpenGL State (something very very important in 3rd party plugins). Another important note is that although some Geometry Shaders are supported under 10.6, most run in software fallback for vertex/geom processing (not fragment).
As far as OpenCL, I have limited experience with only because support is so all over the place and its so finicky right now. But my understanding is you can do arbitrary tessellation and output of new primitives because you have full control over the pipeline. It basically is a programmable pipeline where the concept of ‘stages’ is fully removed (OpenGL has various fixed function, and programmable stages for how it handles lighting, rasterization etc).
What you are talking about is tessellation, and its 100% doable in GLSL/GL_GEOMETRY_SHADER_4 and OpenCL, however you have to be incredibly careful in the ordering of your output primitives and the indices you output that describe the render order. OpenGL is very sensitive to these things, and getting it right makes all the difference.
Another issue for how this works in QC, esp with regard to meshes, is the order and primitive you are sending to the plugin (or the OpenCL patch). You don’t always have a lot of say in that area, which could throw some wrenches in a plan to make it globally usable (I think).
*on the topic of the built in GLSL patch – I avoid it like the plague. I’ve had too many odd issues with it, plus texture matrices / coordinates are not always what you want, when you ask for anything in a unit higher than 1. Also, In one shader, you don’t have to have a vertex program to have a fragment program, and vice versa (although you do need a vertex program if you want a geometry program). Apples GLSL patch forces some unnecessary requirements on you, coupled with oddities in their handling of image texture matrices and coordinates, makes me *always* use a custom plugin. Plus, near as I can tell, its faster.
Oh, man that looks nice. I did not know you did work for the Beastie Boys. Thats awesome.
Oh nice. Thanks George. Damn you’re fast, ha! Ill see about getting more HTML support in the forum 🙂