gentleman mark, i suppose that one time upon you give me the helper to access at terminal_ now i don't remember the perfectly sudo_code, that you pass me, it' s past a lot of time, if please you can refresh my —instant—_—;
please you know that me is very dear or TROIKA — Pavlov teach me —
Mark has updated the script for converting ISF for use in Isadora. You can grab the new Mac/PC scripts here: https://community.troikatronix...
I have successfully converted these script myself, most work very well, but not all have the inputs and outputs defined correctly.
Ok... Nothing !!
I tried and retried, but nothing to do.
i do no, what can i do??
please help me
I am running the script on Windows, so I don't know what you might be getting stuck on.
On Windows, the script assumes your downloads folder is in the default location (mine isn't) and that when unzipped the package isn't added to an additional folder (mine was).
So it's possible the file paths in the script are not working for you.
In any case, I am attaching the latest conversion of these files. I have not tested these, so a number will not work. You will need to go through them one at a time to determine which ones work.
Sorry, i' m working on mac osx mojave. Probably there was some different with windows.
in any case i need all steps for running the script, because i have try with all command instructions files, but no determinate any access at the library.
give me more information, please!!
The zip file I linked in my previous message contains all the ISF files converted with the script. You don't need to run it locally.
&, does Isadora 3.x still have the limitation to process a shader (.fs file) that has a companion vertex shader (.vs file)?
That will bee great to improve and open more possibilities for using shaders in Isadora...
Isadora allows you to enter a Fragment and Vertex shader. The GLSL editor opens to the Fragment Shader coded by default since this is the most commonly used.
You can change the coded view by selecting the Shader typed via the Radio select buttons. See the image below.
yes of course! :)
Sorry, I meant different Buffers, not vertex shaders!
At this time, the only way to do this is to use multiple GLSL actors, one for each buffer. @mark has made an example of this somewhere in the forum here. It works very well.