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    [LOGGED] Update and Save GLSL.txt within Isadora

    Feature Requests
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    • Maxime
      Maxime last edited by Woland

      Well I guess it's all in the title... :)

      It's a bit frustrating when you edit your code to add the Isadora inputs or fix the variables names to make it work, and it doesn't save...

      (well I know I could copy and paste the edited code in the text file but...)

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      • Woland
        Woland Tech Staff @Maxime last edited by

        @maxime

        Try wrapping it in a User Actor or Macro ;)

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        • Maxime
          Maxime last edited by

          Thanks for the suggestion @Woland 

          Actually i just tried and it's not working, it's always reloading the code from the txt file on start up, and what i meant is actually saving the txt file located in the glsl folder.

          There's nothing really vital as there's some work around, but when you're editing the code, you always need to remember to copy everything from isadora editor, then open the text file and save it (I obviously forgot several times before posting this feature request :D )

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          • mark
            mark @Maxime last edited by mark

            @maxime said:

            Actually i just tried and it's not working, it's always reloading the code from the txt file on start up, and what i meant is actually saving the txt file located in the glsl folder.

            I guess you simply found a flaw in my thinking. I didn't expect people to edit those shaders in Isadora. Instead, I figured that users would "global" GLSL actors externally. But, obviosuly, the fact that you can is obviously an issue. We'll have to present an option to the users I think: when you edit the individual shader, do you mean to update all copies (write out to the global file) or just change the local copy (i.e., disconnect it from the global file.) 

            Do you have thoughts on this @Maxime ?

            In any case, it needs to be fixed and I'm sorry for the annoyance. @Woland please make sure we have a ticket/bug report on this. Thanks.

            -- Mark

            Media Artist & Creator of Isadora
            Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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            • Maxime
              Maxime last edited by

              @mark I can understand the logic behind your thinking as well, the thing is Isadora is the best place to edit the Isadora controls at least :)

              I guess the optimal configuration would be to have a "save as macro" where it would keep the changes locally inside the Isadora patch, and a "save .txt" which would edit the shader file and therefore every instances, past or future if this shader.

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              • bonemap
                bonemap @mark last edited by

                @mark said:

                write out to the global file) or just change the local copy (i.e., disconnect it from the global file.) 

                 Hi,

                I am also dealing with this at present. The thing is that of course the shader code is going to be modified within a patch because Isadora hooks that make interactivity are a key strength of integration. It just is annoying to write a Usadora param that hooks into the shader and then have to save a discrete version of the shader code in the applications library for a particular instance within a one off patch. I now have a number of variations of a number of shaders to manage. My preference, if a change is being offered, is that the shader should have the ability to be saved locally to a particular patch.

                This would allow a master or template library to sit in the shaders tab but instances saved with specific modifications for a particular patch saved locally to the patch file.

                Best wishes

                Bonemap

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                • Woland
                  Woland Tech Staff @bonemap last edited by

                  @bonemap said:

                  This would allow a master or template library to sit in the shaders tab but instances saved with specific modifications for a particular patch saved locally to the patch file.

                   Sounds like we could have an actor bin for Master/Global/Template GLSL Shader actors and an actor bin for Local GLSL Shader actors maybe?

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                  • Maxime
                    Maxime last edited by

                    @Woland then you could even push it further with an actor bin for user actors within the patch (but other story here sorry... :) )

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                    • bonemap
                      bonemap @Woland last edited by

                      @woland

                      I will be showing my ignorance here, but isn’t there a number of code baring Isadora actors that just save specific code within an instance of the actor? And why can’t the glsl actor just pass whatever code has been saved to a ‘disassociated’ instance within a specific patch? Doesn’t the JavaScript actor and the Serial Input actor pass a unique code saved in a patch?

                      Is there a reason that glsl code has to be treated differently from these other actors?

                      I do like the ability to build a shader actor library in Isadora, but for the sometimes small modifications to the code when integrating the shader into a patch, a simple ‘local’ edit and save would be much more efficient than the current  management of user shader actors.

                      Best wishes

                      Bonemap

                      http://bonemap.com | Australia
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                      • Woland
                        Woland Tech Staff @bonemap last edited by

                        @bonemap said:

                        a number of code baring Isadora actors that just save specific code within an instance of the actor? And why can’t the glsl actor just pass whatever code has been saved to a ‘disassociated’ instance within a specific patch? Doesn’t the JavaScript actor and the Serial Input actor pass a unique code saved in a patch?

                         @mark ?

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                        • DusX
                          DusX Tech Staff @bonemap last edited by

                          @bonemap

                          The glsl actor works much like the JS actor its true.

                          1 work around to the problem outlined here is to add the glsl scrip that is wanted from the tool bin as well as the GLSL actor (empty/default).

                          Open the script you want to use (the glsl actor from the tool bin that is based on a link txt file) copy the script code. Paste this code into the emoty/default GLSL actor and close it.

                          The code is then saved locally to that instance of the GLSL actor and you can work on the code locally without any link to the txt file.

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                          • bonemap
                            bonemap @DusX last edited by

                            @dusx said:

                            The code is then saved locally to that instance of the GLSL actor and you can work on the code locally without any link to the txt file.

                             Great tip, thank you I will be quiet now!

                            Best wishes 

                            Bonemap 

                            http://bonemap.com | Australia
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                            • Woland
                              Woland Tech Staff @bonemap last edited by

                              @bonemap said:

                              I will be quiet now!

                               Please don't do that! You always have such wonderful ideas, suggestions, and questions.

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                              • DusX
                                DusX Tech Staff @bonemap last edited by

                                @bonemap

                                 It's not ideal, but a reasonable work around. 

                                The actor should probably have a different Icon (or other visual indicator) if linked to a Txt file as opposed to saving local.

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