Re: [PD] Black background in GEM window

2014-04-19 Thread Cyrille Henry

gem background is black by default.
but you can change it using the color message to gemwin.
if you did not change it to be white, it's probably that something white is 
rendered behind your movie.

cheeers
c


Le 19/04/2014 21:10, Claire O'Connor a écrit :

Hello,

I was wondering if there was anyway to have the background of the GEM window to 
be black? I am using GEM to manipulate videos and pictures into a slideshow but 
when I have something playing that doesn't take up the whole of the GEM window 
(for example, a small picture in the centre of the window), the background of 
it is white.

Thanks!


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Re: [PD] Error: Stack stack

2014-04-16 Thread Cyrille Henry

hello,

the 1st thing to do in order to correct the problem is to locate it.
you can remove part of the patch  to narrow the research.

cheers
c

Le 16/04/2014 14:22, kate sweeney a écrit :

Hello,

A continuous Stack overflow message is appearing in the console of my 
project. I think it had something to wiwith [metro] and [float] i have in my sub 
patches,, but I do not know how to correct it. I've included a screenshot of one of the 
subpatches/


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Re: [PD] pd~: can't stat ...

2014-03-31 Thread Cyrille Henry

can you post the result of the command :

locate '/pd~.pd_linux'

I think your pd~ binary is not when pd is looking at.

cheers
c

Le 23/03/2014 18:47, f...@xaok.org a écrit :


hi,

when testing egregore i encountered a problem with an instrument which uses pd~ 
object.

log reads:
pd~ version 0.2
error: pd~: can't stat /usr/lib/pd-extended

how can i resolve that problem? i am using pd-extended 0.43.4 from 
aur.archlinux.org.
it would be great if someone could give me a hint..

thx
flo



On 02/27/2014 12:39 PM, Cyrille Henry wrote:

Hello,

Some of you have seen the egregore performance by chdh during the last
pd convention, or during other occasion.
http://www.chdh.net/egregore
We are now planning to distribute the patch that we used for this
performance and we are searching for people that can test the patches.

If you're interested in helping us testing this project before the
official release, please write us off list.
Joined is a brief description of the project,

Thanks,
Cyrille  Nicolas
--
ÉGRÉGORE
Egrégore is originally an audiovisual performance realized in 2011 that
exploits the group movement phenomenas. Complex and expressive behaviors
are generated and controlled by a computer and transcribed in sound and
image. A crowd of particles deploys itself, reorganizes, blends into
living structures more or less coherent, evolving from a chaotic
movement towards a cohesive group.

ÉGRÉGORE - SOURCE
Egregore - source is an edition that aims to archive and document the
performance: all the elements in égrégore - optimized for a standard
personal computer - are supplied: the instrument created for the
performance, the software that enabled the creation of the performance
and a document of usage, all under a free license and with source code.
A digital version is freely downloadable on the P2P networks and a usb
key with all this data will as well be available.

DISTRIBUTED PERFORMANCE
This instrument will be played live remotely by chdh the XX.XX.2014. The
distribution of the code allows to use this physical dispersion as a
new performance vector. The different personal computers used to decode
the contents of the key, geographically distributed around the world,
united to each other by internet constitute the stage where takes
place this new representation of égrégore. This event allows all, thanks
to the distributed software, to connect at the same moment, to meet and
to attend a new version of the performance.

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Re: [PD] Arp emulation?

2014-03-18 Thread Cyrille Henry



Le 18/03/2014 17:44, Billy Stiltner a écrit :

nice filter Cyrille!

thanks,
it's miller biquad that i change to use audio input for coef filter.
coef are from the cookbook.

cheers
c


what's wrong with mine?  xensynth/polysynth/noisybox-l_bp.pd
can be found in linfilterbank.pd~
or from the graphical interface of either synth as checkbox 4 (if the first is 
#1) filter selection.
it seems as if its in permanent resonance, it's a model of the original 
cookbook filters

https://archive.org/details/Xensynth10.01


On Fri, Mar 14, 2014 at 11:21 AM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:



Le 14/03/2014 16:07, Dan Wilcox a écrit :

You have an Arp emulation patch? Can I get a copy?

if you like analog synth emulation, you can have a look at mine:
it's an example of the nusmuk_audio lib, in pd svn.

cheers
c


I have a MiniMoog emulation in pd, but I've been sitting on it for 
years ... just haven't been abel to add the finishing touches. I recently 
brought in the bandlimited oscillators in rjlib and it sounds really good now. 
It's not a perfect emualtion, but more in the same spirit with the same 
controls.

 I have the code for an ARP Odyssey that still works and it even 
has midi working. So it might be a nice starter project, especially if i can 
export it to a ipad/iphone.

 I guess i am just looking for some more in-depth examples to 
digest before i get cracking

 thanks!

 pp



--
Dan Wilcox
danomatika.com http://danomatika.com http://danomatika.com
robotcowboy.com http://robotcowboy.com http://robotcowboy.com


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Re: [PD] Arp emulation?

2014-03-18 Thread Cyrille Henry



Le 18/03/2014 18:00, Pagano, Patrick a écrit :

Cyrillic I grabbed the subversion, where is your file located?


in nusmuk/nusmuk-audio

cheers
c


I have a Moog emulation too I am willing to share. I have been saving and 
collecting since 1994. It is midi capable as well. I have been fooling with 
adding OSC control and transferring them to MOBMUPLAT for iOS


Sent from my iPad

On Mar 18, 2014, at 12:46 PM, Billy Stiltner billy.stilt...@gmail.com 
mailto:billy.stilt...@gmail.com wrote:


nice filter Cyrille!
what's wrong with mine?  xensynth/polysynth/noisybox-l_bp.pd
can be found in linfilterbank.pd~
or from the graphical interface of either synth as checkbox 4 (if the first is 
#1) filter selection.
it seems as if its in permanent resonance, it's a model of the original 
cookbook filters

https://archive.org/details/Xensynth10.01


On Fri, Mar 14, 2014 at 11:21 AM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:



Le 14/03/2014 16:07, Dan Wilcox a écrit :

You have an Arp emulation patch? Can I get a copy?

if you like analog synth emulation, you can have a look at mine:
it's an example of the nusmuk_audio lib, in pd svn.

cheers
c


I have a MiniMoog emulation in pd, but I've been sitting on it for 
years ... just haven't been abel to add the finishing touches. I recently 
brought in the bandlimited oscillators in rjlib and it sounds really good now. 
It's not a perfect emualtion, but more in the same spirit with the same 
controls.

I have the code for an ARP Odyssey that still works and it even has 
midi working. So it might be a nice starter project, especially if i can export 
it to a ipad/iphone.

I guess i am just looking for some more in-depth examples to digest 
before i get cracking

thanks!

pp



--
Dan Wilcox
danomatika.com http://danomatika.com http://danomatika.com
robotcowboy.com http://robotcowboy.com http://robotcowboy.com


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Re: [PD] using pd live (sans computer/laptop/raspberry pi)

2014-03-15 Thread Cyrille Henry



Le 14/03/2014 22:29, Jonathan Wilkes a écrit :

On 03/14/2014 03:44 PM, Dan Wilcox wrote:

Without a computer, no. Without a desktop or laptop computer, yes.


Well, maybe we could design and manufacture an enormous ASIC that runs libpd.

sukandar kartadinata made somthing like this 10 year ago.
but it was just a prototype and switch to SBC for cost and facility.
cheers
c



-Jonathan

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Re: [PD] Arp emulation?

2014-03-14 Thread Cyrille Henry



Le 14/03/2014 16:07, Dan Wilcox a écrit :

You have an Arp emulation patch? Can I get a copy?

if you like analog synth emulation, you can have a look at mine:
it's an example of the nusmuk_audio lib, in pd svn.

cheers
c



I have a MiniMoog emulation in pd, but I've been sitting on it for years ... 
just haven't been abel to add the finishing touches. I recently brought in the 
bandlimited oscillators in rjlib and it sounds really good now. It's not a 
perfect emualtion, but more in the same spirit with the same controls.

I have the code for an ARP Odyssey that still works and it even has midi 
working. So it might be a nice starter project, especially if i can export it 
to a ipad/iphone.

I guess i am just looking for some more in-depth examples to digest before 
i get cracking

thanks!

pp



--
Dan Wilcox
danomatika.com http://danomatika.com
robotcowboy.com http://robotcowboy.com


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[PD] [PD-announce] Egregore source / call for beta tester

2014-02-27 Thread Cyrille Henry

Hello,

Some of you have seen the egregore performance by chdh during the last
pd convention, or during other occasion.
http://www.chdh.net/egregore
We are now planning to distribute the patch that we used for this
performance and we are searching for people that can test the patches.

If you're interested in helping us testing this project before the
official release, please write us off list.
Joined is a brief description of the project,

Thanks,
Cyrille  Nicolas
--
ÉGRÉGORE
Egrégore is originally an audiovisual performance realized in 2011 that
exploits the group movement phenomenas. Complex and expressive behaviors
are generated and controlled by a computer and transcribed in sound and
image. A crowd of particles deploys itself, reorganizes, blends into
living structures more or less coherent, evolving from a chaotic
movement towards a cohesive group.

ÉGRÉGORE - SOURCE
Egregore - source is an edition that aims to archive and document the
performance: all the elements in égrégore - optimized for a standard
personal computer - are supplied: the instrument created for the
performance, the software that enabled the creation of the performance
and a document of usage, all under a free license and with source code.
A digital version is freely downloadable on the P2P networks and a usb
key with all this data will as well be available.

DISTRIBUTED PERFORMANCE
This instrument will be played live remotely by chdh the XX.XX.2014. The
distribution of the code allows to use this physical dispersion as a
new performance vector. The different personal computers used to decode
the contents of the key, geographically distributed around the world,
united to each other by internet constitute the stage where takes
place this new representation of égrégore. This event allows all, thanks
to the distributed software, to connect at the same moment, to meet and
to attend a new version of the performance.

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Re: [PD] easing in pd

2014-02-26 Thread Cyrille Henry

you can have a try with line3 from the nusmuk-utils lib.
it's a line object using a 3rd order interpolation aiming to smooth 
transition...
it really look at what you describe.

cheers
c


Le 26/02/2014 21:42, David Schaffer a écrit :

Hi ,

I was wonderning if anyone of you had tried to implement easing in pd. I'm working on a video animation patch 
that uses random objects and the result would look much better if I could find a way to 
smooth the transitions. I already use the line object, but I'm looking for a way to 
slow down the line output when the line comes to its end, then start smoothly when it has a new target value. 
I'm thinking of using the expr object but I would be grateful if someone could give me some design hints on 
this...

Thank you very much,

D.S

http://www.flickr.com/photos/schafferdavid/

https://soundcloud.com/schafferdavid



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Re: [PD] Bugs in Pd-Extended in Ubuntu LTS

2014-02-25 Thread Cyrille Henry



Le 25/02/2014 19:50, Pierre Massat a écrit :

Dear list,

I've been using Pd-extended in Ubuntu LTS (12.04) a lot lately, and a couple of 
bugs are beginning to get on my nerves...
first it randomly crashes and also crashes X (i get a black screen, and after a 
few seconds i'm prompted for my password to log into my session again), 
whenever I'm typing something in an object box (i haven't been able to figure 
out exaclty what character was causing this, it really looks random to me).

this have been reported here a lot.
it look like an intel graphic driver bug, so nothing can be made from the pd 
side.
c


I also get constant error messages in the console when using JACK (JACKerror: 
Cannot use real-time scheduling (RR/55)(1: Operation not permitted)
JACKerror: JackClient::AcquireSelfRealTime error). The sound works sometimes 
though, but Pd also freezes every once in a while. I also get error messages 
with Alsa.

I have installed Pd-extended from the Ubuntu repos. It seems to be the same version 
as the one available on puredata.info http://puredata.info (0.43.4).

I don't know what to do.

Cheers,

Pierre.


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Re: [PD] Bugs in Pd-Extended in Ubuntu LTS

2014-02-25 Thread Cyrille Henry



Le 25/02/2014 21:03, Roman Haefeli a écrit :

On Die, 2014-02-25 at 19:50 +0100, Pierre Massat wrote:



I have installed Pd-extended from the Ubuntu repos. It seems to be the
same version as the one available on puredata.info (0.43.4).


I am pretty sure there is no package called 'pd-extended' in the Ubuntu
repositories. Probably you got it from Hans' ppa or from
apt.puredata.info?

Also, is your Ubuntu 12.04 up-to-date? Your bug description sounds like
an intel driver bug in 13.04 or 13.10 that has been discussed a lot on
this list. I thought this bug has been fixed for quite a while.

i still have some problem. (i'm on 13.10). X can crash specially if i have 
object that are not created on the patch.
c





Roman



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Re: [PD] ERROR: -35 in GraphicsExportSetOutputFile() GEM: Unable to save image to 'gradient00001.tif'

2014-02-24 Thread Cyrille Henry

hello,


Le 24/02/2014 16:49, Etienne Landon a écrit :

Hi,

I understand you're trying to render your circle to an image file, you should 
then have a look at pix_snap.
pix_write needs pixels to write, a circle has no pixel data. pix_snap will make 
a snapshot of your 3D scene (your circle), this snapshot is pixels that you can 
then write to an image file using pix_write.

your messing pix_write and pix writer.

pix_write should do what Alexandros wants.

to write a jpg file send a message [file name 99
cheers
c






2014-02-24 13:53 GMT+01:00 Alexandros Drymonitis adr...@gmail.com 
mailto:adr...@gmail.com:

Yet another question regarding Gem. I'm connecting the outlet of [circle] 
(which is being rendered in a Gem chain) to the first inlet of [pix_write] and 
when I send a bang to [pix_write] I get this error and, obviously, no image is 
being saved. The object's help patch is not helping me thoroughly to be honest. 
What kind of messages do I have to send to [pix_write] if for example I want to 
save a .jpg? And of course, why doesn't it save any image?
I'm on OS X 10.8.5 with Pd-extended-0.43.4

Thanks

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Re: [PD] mrpeach/net iemnet and other way to get file from the net

2014-02-13 Thread Cyrille Henry

hello Martin,

thanks a lot for the quick fix.
It did not crash any more on my 64b linux computer.
we will perform long term stability test.

thanks
cheers
cyrille


Le 12/02/2014 19:46, Martin Peach a écrit :

On 2014-02-12 11:51, Martin Peach wrote:

It looks like a 64-bit issue. If it really crashes at
x-x_addr = ntohl(*(long *)hp-h_addr);
then possibly the long type is too long or the h_addr field is not a
long in 64-bit or h_addr is not properly initialized, so ntohl() looks
in the wrong place and segfaults. I never get any such crashes on 32-bit
systems, but so far I haven't tried it on 64-bit.






I just committed a change to tcpclient.c in svn that might fix it, changing 
long to uint32_t to make sure it accesses a 32-bit field.

Martin


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[PD] mrpeach/net iemnet and other way to get file from the net

2014-02-12 Thread Cyrille Henry

hello,

We are trying to get small text file from the internet using mrpeach net 
objects.

there is some few crash. gdb backtrace gives :

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fff8cf81700 (LWP 31771)]
0x7fffeab9fa94 in tcpclient_child_connect (w=0x7fffea88d010) at 
tcpclient.c:225
225 x-x_addr = ntohl(*(long *)hp-h_addr);
(gdb) watchdog: signaling pd...
watchdog: signaling pd...
bt
#0  0x7fffeab9fa94 in tcpclient_child_connect (w=0x7fffea88d010) at 
tcpclient.c:225
#1  0x773a8f6e in start_thread (arg=0x7fff8cf81700) at 
pthread_create.c:311
#2  0x76ecf9cd in clone () at 
../sysdeps/unix/sysv/linux/x86_64/clone.S:113

(this is on ubuntu 13.10 linux 64 bit / pd 0.45 / mrpeach from svn, but osX 
gives the same kind of crash )

iemnet object are not more stable.


there are lot's of thread about this in the list. is there anything new, or 
something we can do to avoid crash?

or is there an other solution that would be cross platform (linux, osX, 
windows) and would allow a patch to download text file from a server?

thanks
cheers
Cyrille

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Re: [PD] [list prepend] without a space

2014-01-17 Thread Cyrille Henry



Le 16/01/2014 12:06, Jonghyun Kim a écrit :

Hi list,

For OSC communication, I wonder to know how to do it.

My original list(not exactly list but I say so) is:
*test 1 2 3*

Prepend symbols are: (prepend twice or more)
*/abc*
*/def*

I want to do it


[test 1 2 3(
|
[t a b]
|   \
|[symbol */abc*]
| \
[list prepend]
|
[t a b]
|   \
|[symbol */def*]
| \
[list prepend]
|


list split 2
|  |
[$1$2  |
||
[list append]
|

cheers
c




[print]


The result is:

*/def/abctest123*

But, I want to remove the space within */def* and */abc*

I want to do without the space.


*/def/abctest123*


how to do it?

I tried with [$2$1] as list prepend, but the symbol in the text, it failed.

Pleas help!

Thanks,
Jong


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Re: [PD] Check for batch and/or nogui mode from Patch

2014-01-13 Thread Cyrille Henry

hello,

the most simple solution is to add a message at startup :
pd -batch -send testquit bang

[loadbang]
|
[message for object(
|
[object-to-test]
|
[t b a]
| |
| [stdout]
|
|   [r testquit]
|   |
|  [1 
|   |
[spigot 0]
|
[; pd quit(

cheers
c


Le 13/01/2014 20:26, Thomas Mayer a écrit :

Hi,

is there a way to get information on whether Pd has been started with
-batch or -nogui from inside a patch?

I am trying to make unit tests by starting a Pd instance in batch mode
from Python, and comparing the output from [stdout] to the desired
result, and I want Pd to close itself via [; pd quit(. When Pd is not
running in batch mode, then I want to stop this message from being sent
with a [spigot], something like:

[loadbang]
|
[message for object(
|
[object-to-test]
|
[t b a]
| |
| [stdout]
|
|  [test-for-batch-mode]
|  |
[spigot]
|
[; pd quit(

Thanks,
Thomas



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Re: [PD] pmpd3d and iPlane

2014-01-06 Thread Cyrille Henry

using interactor messages with pmpd* objects is like using interactors objects 
with mass.
i.e : it did not create a fixed interaction like the link message do. it 
create a one time only interaction.
so you just have to bang it at every iteration with the gemhead.

cheers
c


Le 06/01/2014 20:11, Jack a écrit :

Hello,

I don't understand the interactor behavior of iPlane with a mass.

When i create :
[iPlane mob 0 -1 0 0 4 0 1 1 0 1]
i expect to create a plane at (0, 4, 0) with a normal vector (0, -1, 0)
which interact with masses mob.
Is it true ?

If it is true, when i send a force (0, 0.1, 0) to a [mass mob 1 10 0 0 0(
i expect an interaction with the plane when the position Y of the mass
mob is (around) 4.0.
Is it still true ?

If not, what are the good arguments for [iPlane] to get an interaction
with the mass at (0, 4, 0) ?

Patch is attached.
Thanx.
++

Jack




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Re: [PD] Scatter objects using [repeat]

2013-11-26 Thread Cyrille Henry



Le 26/11/2013 13:18, Antonio Roberts a écrit :

or give [random] a seed, so it will generate the sme PRN-sequence in
each frame. change the seed whenever you want to change the scattering.
(afair, this is also in the examples)

Thanks, this mostly does what I want.

Overall, I would like to be able to slow down the positioning of the
shapes and have them move into place (using [line] ) rather than jump.
Is this just a limitation of using [gemlist] and [until]/[repeat]?


with simple math you can interpolate between 2 position.
interpolate_position = (X*position_2 + (1-X)*position_1)
where X vary from 0 to 1.
you can do that with both the random /seed or with table (using iem_tab)

c



Antonio

On 26 November 2013 08:21, IOhannes m zmölnig zmoel...@iem.at wrote:

On 2013-11-26 00:32, Cyrille Henry wrote:

hello,

look at the patch in gem help/02.advenced/20.double-gemhead_vs_repeat
the right patch of this patch is almost what you want.
you just have to insert 2 tabread instead of the select. the tabread
should point to 3 random table.



or give [random] a seed, so it will generate the sme PRN-sequence in
each frame. change the seed whenever you want to change the scattering.
(afair, this is also in the examples)


oh, and don't use [repeat]; instead of [until]+[gemlist], which doesn't
require zexy at all (only Pd-vanilla+Gem)

gfmadsr
IOhannes



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[PD] line grain and Gem ; Was Re: Scatter objects using [repeat]

2013-11-26 Thread Cyrille Henry



Le 26/11/2013 14:26, Py Fave a écrit :

look into [line] help you can choose a lower time grain than the default one .
it will make things smoother

line default grain is 20ms.
so it's perfect for 50fps rendering. (or 25 fps if you don't mind extra 
computation)
if you render at 40 fps, you should set it to 1000/40 = 25ms (so increasing it, 
not lowering)

c



with simple math you can interpolate between 2 position.
interpolate_position = (X*position_2 + (1-X)*position_1)
where X vary from 0 to 1.

thanks Cyrille , it wil be useful to me too ...
math lessons are way back for me ...


2013/11/26 Cyrille Henry c...@chnry.net:

with simple math you can interpolate between 2 position.
interpolate_position = (X*position_2 + (1-X)*position_1)
where X vary from 0 to 1.


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Re: [PD] Scatter objects using [repeat]

2013-11-25 Thread Cyrille Henry

hello,

look at the patch in gem help/02.advenced/20.double-gemhead_vs_repeat
the right patch of this patch is almost what you want.
you just have to insert 2 tabread instead of the select. the tabread should 
point to 3 random table.

c


Le 26/11/2013 00:19, Antonio Roberts a écrit :

Hi everyone,

I'm looking for a way to scatter objects across a screen in GEM using [repeat] 
or a similar method that doesn't require creating several objects or using 
particles. The objects should stay in position until I specify another random 
position

I've followed the advice of reading the XYZ coordinates from a text file (as 
seen here http://lists.puredata.info/pipermail/pd-list/2009-01/067439.html ) 
but this doesn't allow me to choose another XYZ coordinate unless I load 
another text file.

Is there any other way to do this?


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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry

hello Marco,

better than snap2tex, you can use rendering in framebuffer. The framebuffer can 
directly be rendered as a texture, no snapping is needed.

i did not understand the way you make your motion blur.
I  usually have my model to run at a frequency 5 or 10 time faster than the 
rendering. then, you can just render 10 primitives for every image...
or make 10 rendering per frame, and average them in the final render.

cheers
c




Le 05/11/2013 12:08, Marco Donnarumma a écrit :

Hi all,

I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd 
system on top of it.

I'd need some cpu-friendly motion blur and glow effects on everything rendered 
in the gemwin.

My strategy so far has been to split the final rendering into two 800x800 
squares. That is:

I have two [snap2tex] snapping two separate [gemwin -1] onto two [square]. One 
[snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, by modulating 
the opacity of [colorRGB] for the 2 squares I can get motion blur effect.

This works fine, but the same splitting strategy doesn't work for shaders. If I 
apply a shader to the two [square] the coordinate of the texture are all mixed 
up.

Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] takes 
way less resources. is that normal?

What's the best way to go here?

thanks!
best,

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry

here is an example
c

Le 05/11/2013 16:10, Marco Donnarumma a écrit :

Hi Cyrille,

ok, I now managed to use gemframebuffer in a smaller test patch. For some 
reason, in my larger patch it crashes everytime I connect it to the pmpd 
system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the 
gemwin.

Could you explain a little more how you achieve the motion blur?
i.e. what do you mean with just render 10 primitives for every image...?

thanks!
M




--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net


On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:

hello Marco,

better than snap2tex, you can use rendering in framebuffer. The framebuffer 
can directly be rendered as a texture, no snapping is needed.

i did not understand the way you make your motion blur.
I  usually have my model to run at a frequency 5 or 10 time faster than the 
rendering. then, you can just render 10 primitives for every image...
or make 10 rendering per frame, and average them in the final render.

cheers
c




Le 05/11/2013 12:08, Marco Donnarumma a écrit :

Hi all,

I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a 
pmpd system on top of it.

I'd need some cpu-friendly motion blur and glow effects on everything 
rendered in the gemwin.

My strategy so far has been to split the final rendering into two 
800x800 squares. That is:

I have two [snap2tex] snapping two separate [gemwin -1] onto two 
[square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset. Then, 
by modulating the opacity of [colorRGB] for the 2 squares I can get motion blur 
effect.

This works fine, but the same splitting strategy doesn't work for 
shaders. If I apply a shader to the two [square] the coordinate of the texture 
are all mixed up.

Also, when applying the shaders the cpu go up +30%, whereas [snap2 tex] 
takes way less resources. is that normal?

What's the best way to go here?

thanks!
best,

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.__liveperformersmeeting.net 
http://www.liveperformersmeeting.net


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Re: [PD] Oculus Rift shader in pd/Gem

2013-10-31 Thread Cyrille Henry

hello Michael,

translate did not work because the shader did not use the transformation matrix 
(that translate, scale etc are modifying). the shader use texture corrdinate as 
vertex position.
see this line in the vert shader :
gl_Position = gl_Vertex;
usually you have somthing like :
gl_Position = ftransform();

cheers
c

Le 31/10/2013 16:31, Michael Mihocic a écrit :

Hy Cyrille,

based on your example I could implement the Rift shadering and I can render the 
left and right eye seperatly. Thank you once again!

But the two shadered images (left and right) are behind each other and I cannot use 
translateXYZ (x-axis translation) to move them to their sides!? Do you have 
any idea?? The attached example (rift_example.pd) includes more comments and is probably 
a better explanation...

Br, Michael



 Original-Nachricht 
Betreff: [GEM-dev] Fwd: Re: Oculus Rift distortion/support
Datum: Sun, 27 Oct 2013 18:51:33 +0100
Von: Michael Mihocic michael.miho...@oeaw.ac.at
An: gem-...@iem.at


Hy Cyrille,

thank you again for your quick reply!!
Good idea, I also replied to the Gem list! (I'm not registered at the pd 
list...)
(Sorry, if someone might be annoyed about my attachments...)

Attached you can find my progress so far but I have to mention that my scripts are still 
under construction - and not only the parameters far from optimized ;-)

My example consists of:
- rift_list.pd- is the pd patch to be started, follow the instructions 
on top of the file
- riftshader.pd is used for the distortion parameters, when using the shaders:
- r4.frag/r4.vert are the shader files
- test.jpg is just any test file which will be distorted

I'm not using gemframebuffers in my patch. Currently I am simply loading 2 
times the same image and processing the barrel distortions on each half of the 
image, left and right.
But as I described below, our actual world does not consist of one image but of 
many objects (spheres, cubes, lines,...) within a big sphere, and the user can 
rotate his head inside the sphere. ((tracking will not be done with Oculus Rift 
tracker))
- theoretically, my perfect solution would be to apply the distortion to the 
entire stereo gemwin somehow!? ;-)

Following the idea of your patch and introducing gemframebuffers, do you think 
I can realize it that way:
- every object needs to be rendered twice instead of once, and in a framebuffer, sent to 
the abstraction gemhead_rift
- the barrel distortion is applied in the abstraction gemhead_rift, the 
parameters depending on left or right
- instead of using stereo, I create a wider window and add X-axis-translation

Do you think it should work that way?

Br, Michael


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Re: [PD] [GEM-dev] Oculus Rift distortion/support

2013-10-27 Thread Cyrille Henry

hello Michael,

i copy this mail to pd list, since it is of generic interest.


but first : did anyone have a working example of oculus rift in GEM?

Rendering on stereo is a nice idea, but as you noticed, in order to sumarized 
all the object it's easier to render in a framebuffer then distord this resulting image.

Ideally, you would use stereo parametter to render in a framebuffer, then 
render the framebuffer through a shader in the main windows (whitout stereo).
but i dont thing you can do that in Gem.


Here is how i would do it.
2 framebuffer, and an abstraction that render primitive in the 2 framebuffer.
then render this 2 framebuffer in the main windows with a shader, or merge this 
2 FB in a 3d one and render this last FB with the shader.

some things need to be adjusted (angle of view of the virtual cam / eyes 
distance /framebuffer size, etc).
and the shader has to be added...

Cheers
c

Le 26/10/2013 17:58, Michael Mihocic a écrit :

Hi Cyrille,

I am still working on the Oculus Rift implementation and I finally managed to 
get some basic knowledge with shaders. However, now I know how to use shaders 
in Gem and on my Windows OS and I already played around with simple barrrel 
distortion examples... Thank you again for your previous support!!

You proposed a solution (your Email below) how to implement the barrel 
distortion to our virtual world:
/1st : left eye view without distortion, rendered in a frame buffer //
//2nd : right eye view (no distortion / framebuffer) //
//3rd : using the 2 previous texture and a shader, render the final image/

I'm still having some questions:
1.) Our current world is using the gemwin stereo parameter to create 2 images 
(- actually it is one Gem window, but we adjusted resolution and size to fit it to our 
old HMD and each eye can see only half of the image; see attachement).
I'm wondering if it possible to use just ONE shader to render the entire image 
in one step?? But I'm not sure if this is possible with texturing??
If not: Will I still be able to use the stereo parameter in gemwin??

2.) As you can see in my screenshot: our world consists of many objects (cubes, 
lines, fadecrosses, spheres, ...). How can I summarize those objects, before 
processing them? Do I need to use a gemframebuffer for every single object??

My plan is to finish in 1(-2) months. If everything is working, I will provide the 
example patch  shaders to the pd/Gem community.

Best regards, Michael


Our current view:


Desired Rift distortion:




 Original-Nachricht 
Betreff: Re: [GEM-dev] Oculus Rift distortion/support
Von: Cyrille Henry c...@chnry.net
An: Michael Mihocic michael.miho...@oeaw.ac.at
Kopie (CC): gem-...@iem.at
Datum: 25.07.2013 12:17

hello,

one have to use shader in order create the image distortion.

i think oculus should provide standard shader that you have to insert in your 
rendering process.

the only problem is that you have to do 2 rendering : one for each eye.
The best solution is to do a 3 pass rendering :
1st : left eye view without distortion, rendered in a frame buffer
2nd : right eye view (no distortion / framebuffer)
3rd : using the 2 previous texture and a shader, render the final image

cheers
c


Le 25/07/2013 12:04, Michael Mihocic a écrit :

Dear list,

we are using GEM with a head-mounted-display to present a virtual world to 
subjects performing acoustic localization experiments.

Now we plan to switch from our current HMD to Oculus Rift (an upcoming virtual 
reality head-mounted display). Therefore we need to modify our image and add 
(asymetric) barrel distortion to the represented image. (The image distortion 
is compensated by the lenses in Oculus Rift.)

My questions now:
- Is there an easy solution to implement barrel distortion to the rendered 
window in GEM?
- Does anybody of you already have some experience with GEM together with 
Oculus Rift?

Since attachments should be avoided in this list, I do not send any example 
pictures of the distortion or our current presented world. If you are 
interested you can either contact me and I can send you some screenshots, or 
you can google for example images/videos of Oculus Rift distortion.

Thanks in advance and best regards, Michael



--
Michael Mihocic
Psychoacoustics  Experimental Audiology
Acoustics Research Institute http://www.kfs.oeaw.ac.at/
Austrian Academy Of Sciences http://www.oeaw.ac.at/
Wohllebengasse 12-14 / 1
A-1040 Vienna, Austria
Tel: +43 (1) 51581 2515 (Office)
Tel: +43 (1) 51581 2525 (Lab)
Fax: +43 (1) 51581 2530
michael.miho...@oeaw.ac.at mailto:michael.miho...@oeaw.ac.at




gemhead_rift.pd
Description: application/puredata


oculus_example.pd
Description: application/puredata
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[PD] declare and abstraction

2013-10-08 Thread Cyrille Henry

Hello,

I'm trying to setup a project organised in folder like this :

projet/
dir1/
abstraction1/
foo
patch1.pd

dir2/
abstraction2
bar
patch2.pd
patch.pd

in patch1.pd, i've got a declare -path abstraction1 so that i can use the foo 
abstraction
same in patch2 : declare -path abstraction2 to use the bar abstraction
patch1 and patch2 are autonomous.

now, in patch.pd, I want to use patch1 and patch2.
when using declare -path dir1, I can use patch1, but the declare  in patch1 is 
relative to the projet directory, not to the dir1, so foo is not found.

when using dir2/patch2, it's the same problem.

i would like that patch1 and patch2 deal with the declaration of path for 
abstraction there are using. And i would like to be able to use patch1 and 
patch2 in patch, without having to add declaration.
i know that there is a warning in declare help not to do that.

so, what is the vanilla way to organised project like that?

for now, the solution i found is to organised things like this :

projet/
dir1/
abstraction1/
foo
patch1.pd

dir2/
abstraction2
bar
patch2.pd
all/
patch.pd

and using declare -path ../patch1/abstraction1 in patch1.
but i don't really like that.


thanks
cheers
Cyrille


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Re: [PD] declare and abstraction

2013-10-08 Thread Cyrille Henry

hello,

thanks,
but i really want to be able to work on patch1 without having to open patch.


c


Le 08/10/2013 16:30, Frank Barknecht a écrit :

Hi Cyrille,

I struggled with that for a long time myself. Unless something changed in
0.44/0.45 the only really reliable solution I found was to *only* use [declare]
in a *toplevel* file, and never in any abstraction.  So for your layout I would
only put a [declare] into patch.pd like:

In patch.pd:
[declare -path .
-path dir1 -path dir2
-path dir1/abstraction1 -path dir2/abstraction2]

Note that the first path that I always set is to the current directory (.) -
it's useful to have as well.

Ciao



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Re: [PD] need help with gem and glsl feedback

2013-10-02 Thread Cyrille Henry

hello,

i think there is a game of life example in gem example/glsl folder.
this example show how to make a simple feedback.
you dont need to modifie the rendering, since you juste nead a redback after 
the rendering.
but readback are ineficient.

example 07.framebuffer_and_shader show how to use 2 framebufer in order to use 
1 to render the 2nd one.
this can be use to do efficient motion blur, or whatever shader you want.
but you have to modifie the rendering part : replacing gemhead by abstraction 
that render in the same framebufer.

cheers
c



Le 03/10/2013 02:10, Py Fave a écrit :

Hello list ,

i'm currently trying to understand a bit more glsl ,
and am tearing my hairs

i have a scene with some  moving geometry (torus)
on this  geometry i use successfully a simple shader to plot a moving circle.

Then
i try to make the classical feedback effect , but i need to use glsl
because i want to control precisely the adding of the image at time
and at time+1

here is the feedback shader i try to use .

uniform sampler2D tex1,tex2;
uniform float motionblurstrenght;
vec2 coord = gl_TexCoord[0].st;
void main()
{
 vec4 t1 = texture(tex1, coord);//new frame
 vec4 t2 = texture(tex2, coord);//acumulated frame
 gl_FragColor = vec4(t1.r);
float r = ((1.-motionblurstrenght)*t2.r) + (t1.r);//motion blur
  gl_FragColor = vec4(r);
 }
--


do you have a clean example or hints on how to implement this ?
i am currently fighting  with gemframebuffer and pix_texture
and  rendering order and texunits .
and i feel i'm missing something ..

i would like , if possible to keep this as an effect i can turn on and
off  , without modifing my current gem chains .

i think i need two gem chains ,one early and one at last in the frame
drawing chronology , but i can't make it though i tried a lot

any help appreciated .

Pierre-Yves

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Re: [PD] Maximum size of a GEM window?

2013-10-01 Thread Cyrille Henry

hello,
there is no software limitation.
memory of your gpu is the limitation.
if it's for non real timerecording, you can try rendering in a big famebuffer, 
it's possible that it use less memory than the main Gem window.
if it's not enought, you can still move camera to render only part of the 
images and add them together latter.
there is an example in 02.advanced/09.snapshot

if it's for real time use, then you'll need an other computer.

cheers
c



Le 01/10/2013 05:43, David Schaffer a écrit :

Hi there,

I was wondering if there was a software limitation to a GEM window 
size, or if it was just a matter of graphics card horsepower. I'm on a 2 years 
old macbook pro, driving an *NVIDIA GeForce GT 330M 512 MB* chip and I'm having 
trouble creating a window bigger than 7000*5000 pixels. Values exceeding these 
will end up in a blank window (no console message). I would definitely need 
some insights about how to create BIG pictures in GEM. Thank you very much for 
your help.

D.S

http://www.flickr.com/photos/schafferdavid/

http://audioblog.arteradio.com/David_Schaffer/



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Re: [PD] small template bug on 64 bit system for building externals for android

2013-09-15 Thread Cyrille Henry

hello,

i just realize that the pmpd makefile that is a copy of the template makefile, 
is labelled 1.0.14, but is not identical to the current template makefile 1.0.14

anyhow, with current template makefile, i add the NDK in the make option :

make NDK_BASE=/home/chnry/android-ndk-r9 CFLAGS=-I/home/chnry/pd/pd/src 
UNAME=ANDROID NDK_PROCESSOR=x86_64

and it's working.


I guess that adding NDK_PROCESSOR=$(shell uname -p) could cause trouble if you 
install a 32 bit NDK on a 64bit system.

so i think everything works.

cheers
c


Le 15/09/2013 09:23, Antoine Villeret a écrit :

hi,

in version 1.0.14 (svn r17152)  I have $(NDK_PROCESSOR) instead of x86 or x86_64
on my system (Ubuntu 12.04 64bit) this environment variable isn't set 
automatically with Anroid NDK r9
so I add   NDK_PROCESSOR=$(shell uname -p)
just before and i seems to work

I don't know if it only works on other platforms
here is the patch

+
a

--
do it yourself
http://antoine.villeret.free.fr


2013/9/12 Cyrille Henry c...@chnry.net mailto:c...@chnry.net

Hello,

i'm currently working for android.
when trying to compile pd extern for this platform, I face a small bug on 
the template makefile v1.0.14

it certainly work great for 32 bit, but on my 64 bit system, i have to 
change :
   NDK_TOOLCHAIN=$(wildcard 
$(NDK_BASE)/toolchains/$(NDK___ABI)*-$(NDK_COMPILER_VERSION)/__prebuilt/$(NDK_UNAME)-x86)
to
   NDK_TOOLCHAIN=$(wildcard 
$(NDK_BASE)/toolchains/$(NDK___ABI)*-$(NDK_COMPILER_VERSION)/__prebuilt/$(NDK_UNAME)-x86_64)

for now i don't have anything to test, but binary are created.

cheers
c

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[PD] small template bug on 64 bit system for building externals for android

2013-09-12 Thread Cyrille Henry

Hello,

i'm currently working for android.
when trying to compile pd extern for this platform, I face a small bug on the 
template makefile v1.0.14

it certainly work great for 32 bit, but on my 64 bit system, i have to change :
  NDK_TOOLCHAIN=$(wildcard 
$(NDK_BASE)/toolchains/$(NDK_ABI)*-$(NDK_COMPILER_VERSION)/prebuilt/$(NDK_UNAME)-x86)
to
  NDK_TOOLCHAIN=$(wildcard 
$(NDK_BASE)/toolchains/$(NDK_ABI)*-$(NDK_COMPILER_VERSION)/prebuilt/$(NDK_UNAME)-x86_64)

for now i don't have anything to test, but binary are created.

cheers
c

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Re: [PD] compiling externals on ARM

2013-09-10 Thread Cyrille Henry

hello,

nusmuk-audio use the template makefile.
i upgrade it to last version for ali to test.
anyhow, this lib compile fine almost everywhere, including on rasbian.
(so makefile look good on linux/arm)

ali say that compiling any externals gives the same problem.
so it's not specific to this lib.

i have no idea where the problem source can be.

cheers
c




Le 10/09/2013 11:09, katja a écrit :

Actually I think that the library template should work for Linux on
ARM too, as is. Only it does not provide specific optimization flags,
which those ARM boards sorely need for performance. But if it does not
build at all, there may be something else wrong, for example the build
directory structure. Let's not conclude too early that the makefiles
are at fault.

Katja

On Mon, Sep 9, 2013 at 6:29 PM, jo57 jaime.oliv...@gmail.com wrote:

I don't think it is clutter at all… I don't have one of these boards, but
I'd love to try them, and when I do, I'd love to come back to this
documentation...
Perhaps this could be added to the library template?
http://puredata.info/docs/developer/LibraryTemplate
J

On Sep 9, 2013, at 11:39 AM, katja katjavet...@gmail.com wrote:

Hi Ali,

Seems an interesting board, the Udoo. PengPod has Cortex-A8 while Udoo
has Cortex-A9. But machine name is armv7l in both cases, meaning the
same compiler flags may be used. If you want I can send you a project
by private mail (don't want to clutter the list with this) which
builds some home-brew externals and some externals from Pd-extended on
RPi and PengPod amongst others. If it would build on Udoo too, we'd
know a bit more.

Katja

On Mon, Sep 9, 2013 at 4:11 PM, Ali Momeni batc...@gmail.com wrote:

Hello,
Looks like the Udoo is the same as the PengPod.
Is the PengPod  something like:  http://pandaboard.org/

?


Here's what i get:

ubuntu@imx6-qsdl:~$ uname -s

Linux

ubuntu@imx6-qsdl:~$ uname -a

Linux imx6-qsdl 3.0.35 #1 SMP PREEMPT Mon Aug 19 07:11:31 PDT 2013 armv7l
armv7l armv7l GNU/Linux





On Mon, Sep 9, 2013 at 10:03 AM, katja katjavet...@gmail.com wrote:


Hello Ali,

A while ago I've compiled home-brew Pd externals on Raspberry Pi and
PengPod Linux tablet, and found that for each ARM processor type you
can identify them by their proper name as returned by command uname
-m. For RPi this is armv6l and for PengPod armv7l. So I could define
individual flags for those ARM types in the makefiles.

There is no general approach to this, as makefiles in various Pd
extended libs can be very different. In the template makefile which is
used for many libs, the operating system is tested first with uname
-s. If it is Linux, the processor type is found with uname -m and
stored in variable CPU, which seems to be used for target 'showsetup'
only, not for setting specific flags. Anyway, if you get No rule to
make target xxx.pd_linux when trying to build a lib with template
makefile, I wonder what you get from your Udoo board with command
uname -s?

Katja

On Mon, Sep 9, 2013 at 2:06 PM, Ali Momeni batc...@gmail.com wrote:



hello all,
i'm working with a Udoo board (http://Udoo.org)
i've successfully compiled PureData 0.45 from miller's site;
i'm now trying to compile some of the externals in the pd svn, but i'm
getting the same error for all.

for instance, when trying to compile nusmuk-audio, i.e.

http://sourceforge.net/p/pure-data/svn/17203/tree/trunk/externals/nusmuk/nusmuk-audio/

i get the following

ubuntu@imx6-qsdl:~/pd-externals/nusmuk/nusmuk-audio$ make


make: * No rule to make target `bq~.pd_linux', needed by `all'.
Stop.


I have contacted the developer (cyrille henry) and he adjusted the
MakeFile
to account for building for ARM; but i get the same error.  I notice,
incidentally, that i get the same error (No rule to make target
xxx.pd_linux) for all other externals that i tried from the repository.

does anyone have any thoughts on how to resolve this?


thanks,


ali



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Re: [PD] [PD-announce] pd 0.45-2 released

2013-09-10 Thread Cyrille Henry



Le 10/09/2013 11:38, Nicolas Montgermont a écrit :

Same here on osx 10.6.8
But isn't that a pd-extended only feature?


it has always been working in vanilla / linux.

but I can confirm that it did not work any more on linux.

c


n

Le 10/09/13 09:03, peiman khosravi a écrit :

I can confirm the copying issue on OS X 10.7.5.

P


On 10 September 2013 06:36, Jaime E Oliver jaime.oliv...@gmail.com 
mailto:jaime.oliv...@gmail.com wrote:

A couple of bugs it seems in osx 10.8.4 and pd 0.45-2

I cannot copy the content of one object box (i.e. the text inside the box 
like name of an object and arguments) into another object.



--
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Re: [PD] FW: GEM noobie: I don't understand this glsl thing... but I need it!

2013-09-10 Thread Cyrille Henry

the glsl exemples are in a specific folder in gem/exemple.
it's not very documented, but you'll have some basic shader.
it's a good place to start.
c


Le 10/09/2013 12:43, David Schaffer a écrit :

Hi, and thank you for your answers,

I know about extended view, I 've donwloaded it and used to build my design. 
The idea for me is now to get a better understanding of the glsl chain, because 
it seems to be the place where all the magic happens. I thought I could find 
more examples of glsl objects implementations in pd, and some written code that 
I could try to hack... any help appreciated.

David


http://www.flickr.com/photos/schafferdavid/

http://audioblog.arteradio.com/David_Schaffer/



  Date: Tue, 10 Sep 2013 09:27:17 +0200
  From: n...@petervenus.de
  To: pd-list@iem.at
  Subject: Re: [PD] GEM noobie: I don't understand this glsl thing... but I 
need it!
 
  for ExtendedviewToolkit, there is a webpage [1]
  and you can download the latest via github [2]
 
  [1] extendedview.mur.at
  [2] https://github.com/extendedview/extended_view_toolkit
 
  cheers, Peter
 
  Am 09.09.13 23:51, schrieb John Harrison:
   ExtendedViewToolkit does photo stitching. Maybe it does what you want or
   can give you some ideas:
   http://puredata.info/Members/Weitsicht/extended-view-toolkit/
  
  
  
  
   On Mon, Sep 9, 2013 at 4:21 PM, Dan Wilcox danomat...@gmail.com wrote:
  
   glsl is the open gl shader language ... basically a simple C-like language
   for doing graphics stuff on the GPU, see
   https://en.wikipedia.org/wiki/GLSL
  
   Also, see the OpenGL Orange 
Bookhttp://www.amazon.com/OpenGL-Shading-Language-3rd-Edition/dp/0321637631
  
   On Sep 9, 2013, at 5:01 PM, pd-list-requ...@iem.at wrote:
  
   *From: *David Schaffer schafferda...@hotmail.com
   *Subject: **[PD] GEM noobie: I don't understand this glsl thing... but I
   need it!*
   *Date: *September 9, 2013 4:24:08 PM EDT
   *To: *pd list pd-list@iem.at
  
  
   Hi there,
  
   I'm in the process of writing my own photo
   stitching/assembling abstraction but I'm having a lot of trouble
   understanding what the glsl object do... I've been able to implement an
   edge blurring function by copy/pasting the glsl code from the
   panoramique.pd patch and the panoramique.vert and panoramique.frag
   files to the right places, but it only blurs vertical edges. Can anyone
   tell me how I could blur horizontal edges too? and... what this glsl thing
   is all about. I'm no code expert, so please keep it understandable (!)
  
   Thanks a lot,
  
   David
  
   http://www.flickr.com/photos/schafferdavid/
   https://soundcloud.com/schafferdavid
  
  
   
   Dan Wilcox
   @danomatika
   danomatika.com
   robotcowboy.com
  
  
  
  
  
  
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Re: [PD] [PD-announce] pd 0.45-2 released

2013-09-10 Thread Cyrille Henry

hello,

no crack here 48000Hz, 20ms delay, 64 sample blocksize, alsa or portaudio
(ubuntu 13.04 64 bits)

cheers
c


Le 10/09/2013 15:34, Jaime E Oliver a écrit :

Could you also try the 48k sample rate while playing a sinusoid? I get crackles 
unless I increase the software's delay (in audio preferences) to something like 
500ms.

?



On Sep 10, 2013, at 6:01 AM, Cyrille Henry c...@chnry.net wrote:




Le 10/09/2013 11:38, Nicolas Montgermont a écrit :

Same here on osx 10.6.8
But isn't that a pd-extended only feature?


it has always been working in vanilla / linux.

but I can confirm that it did not work any more on linux.

c


n

Le 10/09/13 09:03, peiman khosravi a écrit :

I can confirm the copying issue on OS X 10.7.5.

P


On 10 September 2013 06:36, Jaime E Oliver jaime.oliv...@gmail.com 
mailto:jaime.oliv...@gmail.com wrote:

   A couple of bugs it seems in osx 10.8.4 and pd 0.45-2

   I cannot copy the content of one object box (i.e. the text inside the box 
like name of an object and arguments) into another object.



--
http://www.nimon.org



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Re: [PD] compiling externals on ARM

2013-09-09 Thread Cyrille Henry

for more information :
the udoo board run ubuntu on a arm CPU.

cheers
c


Le 09/09/2013 14:06, Ali Momeni a écrit :



hello all,
i'm working with a Udoo board (http://Udoo.org)
i've successfully compiled PureData 0.45 from miller's site;
i'm now trying to compile some of the externals in the pd svn, but i'm getting 
the same error for all.

for instance, when trying to compile nusmuk-audio, i.e.
http://sourceforge.net/p/pure-data/svn/17203/tree/trunk/externals/nusmuk/nusmuk-audio/

i get the following

  ubuntu@imx6-qsdl:~/pd-externals/nusmuk/nusmuk-audio$ make

  make: *** No rule to make target `bq~.pd_linux', needed by `all'.  Stop.

I have contacted the developer (cyrille henry) and he adjusted the MakeFile to account 
for building for ARM; but i get the same error.  I notice, incidentally, that i get the 
same error (No rule to make target xxx.pd_linux) for all other externals that 
i tried from the repository.

does anyone have any thoughts on how to resolve this?


thanks,


ali




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Re: [PD] GEM noobie: I don't understand this glsl thing... but I need it!

2013-09-09 Thread Cyrille Henry

hello,

well, this is a huge subject.

there is a lot of documentation on internet.
most are a bit technical, but it's a technical subject.

cheers
c


Le 09/09/2013 22:24, David Schaffer a écrit :

Hi there,

   I'm in the process of writing my own photo stitching/assembling abstraction but I'm having a 
lot of trouble understanding what the glsl object do... I've been able to implement an edge blurring function 
by copy/pasting the glsl code from the panoramique.pd patch and the panoramique.vert 
and panoramique.frag files to the right places, but it only blurs vertical edges. Can anyone tell 
me how I could blur horizontal edges too? and... what this glsl thing is all about. I'm no code expert, so 
please keep it understandable (!)

Thanks a lot,

David

http://www.flickr.com/photos/schafferdavid/

https://soundcloud.com/schafferdavid



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Re: [PD] Conflict between GEMglPushMatrix/GEMglPopMatrix and %

2013-09-08 Thread Cyrille Henry

hello,

this is a more elegant way to have the pop having effect everytime, but only 
after the sphere.

cheers
c


Le 07/09/2013 23:43, topo bot a écrit :

Hi again, im iterating a geo in Gem and then im anulating one iterated
geo using module with spigot.
It works fine, but when i add  GEMglPushMatrix and GEMglPopMatrix  i
get GL:stack overflow because each GEMglPushMatrix is expecting one
GEMglPopMatrix and when i anulate one geo that means that one
GEMglPushMatrix is not gonna have its GEMglPopMatrix pair.

any idea how can i solve this problem?

I attached the patch and here theres also a pic

http://www.freeimagehosting.net/newuploads/8s8r3.png



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conflict3.pd
Description: application/puredata
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Re: [PD] Scaling values in pd

2013-09-03 Thread Cyrille Henry



Le 03/09/2013 14:06, Mario Mey a écrit :

IOhannes, you are right only in these cases:

0 127 0 500
0 300 0 1
...

But, if I need:

50 10 0 500
3000 -3000 0.5 0.6
...

I will need a linear equation conversion. As I wrote in last mail, I was needing something like this, first 
in ActionScript... then in Python... but I never could did it. Now, I needed again in Pd... so, I made lin-eq-conv.pd 
with extrapolation and lin-eq-conv-clip.pd for clipped values. I made it as neat as I could, to see how it works. Using 
x0-x1 and y0-y1, it uses expr to get a and b at load. Then, it only computes aX + b = 
Y.

I attach the lin-eq-conv.pd, lin-eq-conv-clip.pd and lin-eq-conv-help.pd.


i don't see where Iohannes was wrong : it's easy math, and you made the 
abstraction.
;-)


Also, I have some issues using [autoscale]. I start giving values and it 
outputs only 1. Then, I start to down the input and, then, it shows the real 
output. Maybe it's about this version (0.43.4 Pd-Extended 64bits).

that's the desired autoscale behaviors.
it scann input and scale it acording to it's min and max value.

see help file.

cheers
c




PD: translated to Python:

|def lin_eq_conv(x, x0, x1, y0, y1):
a = (y0 - y1) / (x0 - x1)
b = (a * x0) + y0
return a * x + b|




El 03/09/13 03:32, IOhannes zmölnig escribió:

On 09/02/2013 06:17 PM, hghoyer wrote:

Hi,

in Max/MSP there is an object for simple scaling.

If you create in MAX these object with this arguments:

[scale 0 127 0 500] incomming messages from 0 to 127 are automatically
scaled from 0 to 500...

honestly i'm of the firm conviction that you should learn how scaling
works: it really is only a matter of adding, multiplying, dividing,
subtracting - stuff you should heave learned in primary school.

as frank pointed out, this should do for you:

|
[/ 127]
|
[* 500]
|

if you find it too tedious to do the maths over and over again, you
might want to create an abstraction.


being able to solve trivial problems like this will surely empower you
to solve more complex problems :-)

gamsdr
IOhannes





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Re: [PD] getting data from gem chain

2013-09-01 Thread Cyrille Henry



Le 01/09/2013 07:48, Ronni Montoya a écrit :

Hi , i was wondering how can i get data from a gem chain.

I ve made a patch that generate nested iterated structures and i would
like to sonify the gem chain.

Which should be the best approach for this?
Do anybody have tried something similar?

look at gemlist_info help file.

cheers
c





cheers


R.

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Re: [PD] Gem compiled without FONT-support

2013-07-27 Thread Cyrille Henry

put the ttf file in a place pd will look at it : in the search patch, or 
directly in the patch folder.

but since the error is that the file 
/home/alexandros/Dropbox/pd_patches/H1N1/video/vera.ttf can not be found,
putting vera.ttf in /home/alexandros/Dropbox/pd_patches/H1N1/video/ will 
certainly work!


cheers
c


Le 27/07/2013 13:12, Alexandros Drymonitis a écrit :

I've installed the ftgl-dev package and recompiled Gem, but now I get this 
error: [text2d]: cannot find font-file 
'/home/alexandros/Dropbox/pd_patches/H1N1/video/vera.ttf'

  I just downloaded vera.ttf, but where should it be so that Pd can see it? For 
now it's in the Downloads directory.


On Sat, Jul 27, 2013 at 12:13 PM, IOhannes m zmölnig zmoel...@iem.at 
mailto:zmoel...@iem.at wrote:

On 07/27/13 08:09, Alexandros Drymonitis wrote:
  I've compiled Pd-0.44.3 on Ubuntu 12.04 and compiled the Gem library as
  well. Thought all was good (ok, I have some issues with the camera and a
  couple of other stuff, but it's not of my interest at this point), but
  when I opened a patch I made some time ago I got this error: [text2d]:
  Gem has been compiled without FONT-support !
 
  Any idea how to fix this?

compile Gem with font support?

you need the ftgl-dev package installed when running configure (and
afterwards).

fgmasdr
IOhannes


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Re: [PD] Dust equivalent to Pd

2013-07-18 Thread Cyrille Henry

there is the rnd_metro in nusmuk/utils.
it's an abstraction, since i don't think it deserve to be an externals.

cheers
c


Le 18/07/2013 22:42, Alexandre Torres Porres a écrit :

I meant like an external, but just curious, cause it could be cool to have one. 
But I dont really mind doing like this. Thanks


2013/7/18 IOhannes m zmoelnig zmoel...@iem.at mailto:zmoel...@iem.at

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2013-07-18 09:03, Alexandre Torres Porres wrote:
 
  So I needed some sort of random [metro]
 


| ++
[metro]|
|  |
[t b b]|
| ||
   [random 500] |
   ||
   [+ 750]  |
   ||
   ++


mfgasdr
IOhannes
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with Icedove - http://www.enigmail.net/

iEYEARECAAYFAlHnmjoACgkQkX2Xpv6ydvTAsQCfXjthLq6ZPAMvZZqZXLmKSJGJ
B0cAoI/ZrUwUQ6PNvzEd/fUtaYpg2U9z
=3fZe
-END PGP SIGNATURE-




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Re: [PD] Can't create objects that I've compiled

2013-07-16 Thread Cyrille Henry

use directory_name/object_name to create the object, or put the object in 
/usr/local/lib/pd/extra without any subdir.

cheers
c


Le 16/07/2013 12:02, Alexandros Drymonitis a écrit :

Hi,
I've downloaded the comport and pmpd libraries and compiled them but Pd can't 
create these objects. In /usr/local/lib/pd/extra there is a directory for each 
library and in each directory there's a .pd_linux but Pd just can't create 
them. There are some files with a .o extension that I don't see in other 
libraries (e.g. iemmatrix or zexy), don't know if that's an issue.
I'm using Pd (vanilla) 0.44.3 on Ubuntu 12.04

Thanks


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Re: [PD] shmem shared memory allocation fails

2013-07-11 Thread Cyrille Henry

Hello,

usually, it's because the program that allocate memorry did crash.
So the memory is not free and can't be allocated by anyone else.

possible solution are :
-reboot
- change mem Id
- manually free the memory :
ipcrm shm 1234 on a terminal
 
cheers

c

Le 10/07/2013 22:27, Max a écrit :

what could be the causes that shmem fails to allocate the memory?
could not allocate shmem memory Id : 1234, size 60

thanks
max

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Re: [PD] shmem shared memory allocation fails

2013-07-11 Thread Cyrille Henry


hello,
60 float is 2.4Mo. It's not a huge amount of space.
So 1st solution should work, and should be easier than 2nd solution.

if your question is a subtitle way to ask for an allocate message, then 
well... It's on my list. but i will not have time soon to work on that.
but anyone is free to help ;-)

cheers
c


Le 11/07/2013 21:56, Max a écrit :

ok thanks for the explanation.
Another question:
If i want to have a flexible memory size, would you recommend to reserve a huge 
amount of space (60) just in case, or could I try to create the shmem 
object in the right size with dynamic patching?

m.

Am 11.07.2013 um 11:49 schrieb Cyrille Henry c...@chnry.net:


Hello,

usually, it's because the program that allocate memorry did crash.
So the memory is not free and can't be allocated by anyone else.

possible solution are :
-reboot
- change mem Id
- manually free the memory :
ipcrm shm 1234 on a terminal
cheers
c

Le 10/07/2013 22:27, Max a écrit :

what could be the causes that shmem fails to allocate the memory?
could not allocate shmem memory Id : 1234, size 60

thanks
max

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Re: [PD] PMPD how to get constant distance between two masses

2013-07-05 Thread Cyrille Henry

use setL message to change link length.
chhers
c


Le 05/07/2013 19:29, Patrice Colet a écrit :

Hello,

  I'm trying to find a setting for linking two masses that have always constant 
distance, but couldn't find how to do it, the link is always resizing like a 
rubber instead of being solid like wood.
  I guessed that fixing K to an high amount would make a solid link, but this 
is breaking it instead.
The purpose is about applying forces to a cylinder represented by two masses 
and a link to make it rotating.

Colet Patrice


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Re: [PD] PMPD

2013-07-04 Thread Cyrille Henry

hello,

pmpd used to be a lib, so creating a pmpd object load the lib.
then, it have been change to fit the libdir format. So you have to use declare 
-path pmpd in order to use pmpd.
(or something similar)

if you want the pmpd object (part of the pmpd libdir), you need a version that 
is less than 4 years old. pd-extended did not come yet with such version.
cheers
c


Le 02/07/2013 15:49, richard duckworth a écrit :

Hi all, I have PMPD working in Pd Extended 0.39.3. However, when I upgrade to 
the latest Pd Ext - the [pmpd] object refuses  to load? I'm on OS X 10.6.8 
though I've noticed the sae issue on Linux
All the best, Rich


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Today's Topics:

   1. Re: GOP text field / symbol which is resizeable? (was: GOP
   text field which sends bang?) (Andr?s Mur?nyi)
   2. Re: SIGPIPE on iemnet's tcpserver (Antoine Villeret)
   3. [PD-announce] Call for Collaborators | Bodynet - How to make
   anetwork of bodies? (Medialab-Prado Comunicaci?n)


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Message: 1
Date: Tue, 2 Jul 2013 12:54:54 +0200
From: Andr?s Mur?nyi muran...@gmail.com mailto:muran...@gmail.com
Subject: Re: [PD] GOP text field / symbol which is resizeable? (was:
 GOP text field which sends bang?)
To: pd-list pd-list@iem.at mailto:pd-list@iem.at
Message-ID:
 CAJtGUK5UM5rWdGXMEcBZsPRt5N5JptRF8aK=rhazxkwc2qc...@mail.gmail.com 
mailto:rhazxkwc2qc...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

On Mon, Jul 1, 2013 at 10:05 PM, Roman Haefeli reduz...@gmail.com 
mailto:reduz...@gmail.com wrote:

  On Mon, 2013-07-01 at 20:56 +0200, Andr?s Mur?nyi wrote:
   I'm reformulating my question as the problem is evolving:
   do we have an object that
   - Displays and holds a text value (like Symbol or Message box),
 
  * symbolbox with width set 0 resizes dynamically
  * hsl, vsl, cnv, etc. can adjust size with 'size' message, can change
  displayed text with 'label' message
 

Very good idea, thanks Roman!
Some difficulties I'm having:
- I don't know how to set the label of [cnv]... is it possible at all?
- (ATTN: Ivica) [hsl] seems to have the bounding box (?) miscalculated in
l2ork so it doesn't GOP when it's less than 2-3px from the border of the
parent canvas. Checked in Vanilla, it works as expected ([hsl] can be
placed to the very border and it will GOP).


 
   - is Graph-on-Parent,
 
  applies to all above solutions.
 
   - can be resized (like Number2)? (or small enough by default?)
 
  see above.
 
  To make something send a bang, you could put some [bng] objects behind
  your whatever text displaying objects. Interestingly, hidden GUI objects
  have priority over visible objects when clicked. Another way is to use a
  construct like the following to make a slider send bangs only when
  clicked, but not when dragged:
 
  [hsl]
  |
  [t a a]
   \/
   /\
  [sel 0]
 
 
Interesting indeed.
Actually, I don't need the label to send a bang any more, because [pmenu]
won't pop up when the click happens inside a subpatch, so I need to put the
triggering object in the toplevel. (I might still hide it under the GOP
abstraction...)
BTW, is it theoretically possible for a GOP object to display a menu on the
toplevel (stretching over the GOP area of the subpatch where it is)? If
yes, I'd eventually try to hack the pmenu code.

Andr?s

Re: [PD] My personal GEM preview inside a patch...

2013-06-25 Thread Cyrille Henry

hello,

thanks for the patch,
unfortunately, i think it's still too slow to be usable.

better than deleting everything and creating them back with new colour, i tried 
to change colours of the existing one.
i tried with both the canvas version and the data structure version.
in both case, things are lot's faster in the original patch than in my 
optimized version. that's not what i was expecting.

how come that it's faster to delete a canvas and create a new one than changing 
a canvas colour?
(same question for data structure).

cheers
c



Le 24/06/2013 20:31, Philippe Boisnard a écrit :


Le 24 juin 2013 à 20:20, Cyrille Henry a écrit :


i can see the discution, but where is the patch?
and is it fast enough to be usable?

cheers
c

Le 24/06/2013 19:31, Philippe Boisnard a écrit :

Yes

arnaud courcelles have made today with datastructures
you can find this on codelab.fr
on this thread
http://codelab.fr/4343


Le 24 juin 2013 à 18:25, Cyrille Henry a écrit :


hello,
it would really be useful to have an efficient pix_preview.
did anyone try using data structure? would it be faster?

i guess lluis pix_preview is the best option for now

cheers
c


Le 23/06/2013 22:31, Olivier Baudu a écrit :

I've received few messages asking me if it's a joke... :-°

Well...
It's a kind of joke because it is useless...
(I redraw the GEM stream in hundred of 2x2 canvas)

But it's not joke in the way that it really works on my laptop / Linux Mint DE 
/ Pd-extended 0.43.4 / GEM 0.93 at 4 fps...

Sorry if I've crashed your OS with my stuff...

Cheers...

01ivier

Le 23.06.2013 17:33, Olivier Baudu a écrit :

Hi list,

I want to share with you a big victory for me... :-p
I've succeeded in visualizing image/video GEM stream inside my patch
(at 4 fps !!).

Well...
You can't really do anything else when the automatic mode is on... :-D
... but I'm so proud, you know.

Patch attached.
Screenshot here : http://codelab.fr/4343#p23267

Cheers

01ivier


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Re: [PD] My personal GEM preview inside a patch...

2013-06-25 Thread Cyrille Henry

hello,

well, having 2 pd instance will create more problem that it will solve in this 
situation.
- pix_data will appear to use less cpu, but pix_data did not use cpu, it use 
bandwidth between cpu and gpu.
and this can't be share between cpu.

- the main bottleneck of this object is the rendering part. not really getting 
the data. so the pd~ / sharemem will not help.

one possible optimisation is using pix_resize/pix_dump to output all data as a 
list that can be put on a table.
pix_data will make as many call as pixel, but the pix_dump will make only 1 
call to the gpu.
it look like it work a bit better, but i did not really benchmark it. (since 
that's not where the bottleneck is)

i'm however disappointed that destroying / creating a new object is faster than 
changing an object colour.

cheers
c


Le 25/06/2013 11:16, Philippe Boisnard a écrit :

Hello

To continue this question, perhaps, this preview can be create between 2 
instances of puredata, with sharemem to transmit data colours. In this case, we 
ll no cpu problem for the first instance. and only preview-process in the 
second.
I try to create that this week to explore this solution. In this case, it will 
be possible to have better preview quality. isn't it ?

best

p


Le 25 juin 2013 à 10:58, Cyrille Henry a écrit :


hello,

thanks for the patch,
unfortunately, i think it's still too slow to be usable.

better than deleting everything and creating them back with new colour, i tried 
to change colours of the existing one.
i tried with both the canvas version and the data structure version.
in both case, things are lot's faster in the original patch than in my 
optimized version. that's not what i was expecting.

how come that it's faster to delete a canvas and create a new one than changing 
a canvas colour?
(same question for data structure).

cheers
c



Le 24/06/2013 20:31, Philippe Boisnard a écrit :


Le 24 juin 2013 à 20:20, Cyrille Henry a écrit :


i can see the discution, but where is the patch?
and is it fast enough to be usable?

cheers
c

Le 24/06/2013 19:31, Philippe Boisnard a écrit :

Yes

arnaud courcelles have made today with datastructures
you can find this on codelab.fr
on this thread
http://codelab.fr/4343


Le 24 juin 2013 à 18:25, Cyrille Henry a écrit :


hello,
it would really be useful to have an efficient pix_preview.
did anyone try using data structure? would it be faster?

i guess lluis pix_preview is the best option for now

cheers
c


Le 23/06/2013 22:31, Olivier Baudu a écrit :

I've received few messages asking me if it's a joke... :-°

Well...
It's a kind of joke because it is useless...
(I redraw the GEM stream in hundred of 2x2 canvas)

But it's not joke in the way that it really works on my laptop / Linux Mint DE 
/ Pd-extended 0.43.4 / GEM 0.93 at 4 fps...

Sorry if I've crashed your OS with my stuff...

Cheers...

01ivier

Le 23.06.2013 17:33, Olivier Baudu a écrit :

Hi list,

I want to share with you a big victory for me... :-p
I've succeeded in visualizing image/video GEM stream inside my patch
(at 4 fps !!).

Well...
You can't really do anything else when the automatic mode is on... :-D
... but I'm so proud, you know.

Patch attached.
Screenshot here : http://codelab.fr/4343#p23267

Cheers

01ivier


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Re: [PD] My personal GEM preview inside a patch...

2013-06-24 Thread Cyrille Henry

hello,
it would really be useful to have an efficient pix_preview.
did anyone try using data structure? would it be faster?

i guess lluis pix_preview is the best option for now

cheers
c


Le 23/06/2013 22:31, Olivier Baudu a écrit :

I've received few messages asking me if it's a joke... :-°

Well...
It's a kind of joke because it is useless...
(I redraw the GEM stream in hundred of 2x2 canvas)

But it's not joke in the way that it really works on my laptop / Linux Mint DE 
/ Pd-extended 0.43.4 / GEM 0.93 at 4 fps...

Sorry if I've crashed your OS with my stuff...

Cheers...

01ivier

Le 23.06.2013 17:33, Olivier Baudu a écrit :

Hi list,

I want to share with you a big victory for me... :-p
I've succeeded in visualizing image/video GEM stream inside my patch
(at 4 fps !!).

Well...
You can't really do anything else when the automatic mode is on... :-D
... but I'm so proud, you know.

Patch attached.
Screenshot here : http://codelab.fr/4343#p23267

Cheers

01ivier


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Re: [PD] My personal GEM preview inside a patch...

2013-06-24 Thread Cyrille Henry

i can see the discution, but where is the patch?
and is it fast enough to be usable?

cheers
c

Le 24/06/2013 19:31, Philippe Boisnard a écrit :

Yes

arnaud courcelles have made today with datastructures
you can find this on codelab.fr
on this thread
http://codelab.fr/4343


Le 24 juin 2013 à 18:25, Cyrille Henry a écrit :


hello,
it would really be useful to have an efficient pix_preview.
did anyone try using data structure? would it be faster?

i guess lluis pix_preview is the best option for now

cheers
c


Le 23/06/2013 22:31, Olivier Baudu a écrit :

I've received few messages asking me if it's a joke... :-°

Well...
It's a kind of joke because it is useless...
(I redraw the GEM stream in hundred of 2x2 canvas)

But it's not joke in the way that it really works on my laptop / Linux Mint DE 
/ Pd-extended 0.43.4 / GEM 0.93 at 4 fps...

Sorry if I've crashed your OS with my stuff...

Cheers...

01ivier

Le 23.06.2013 17:33, Olivier Baudu a écrit :

Hi list,

I want to share with you a big victory for me... :-p
I've succeeded in visualizing image/video GEM stream inside my patch
(at 4 fps !!).

Well...
You can't really do anything else when the automatic mode is on... :-D
... but I'm so proud, you know.

Patch attached.
Screenshot here : http://codelab.fr/4343#p23267

Cheers

01ivier


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Re: [PD] ubutu 13.04

2013-06-07 Thread Cyrille Henry

hello,

12.04 or 12.10 drivers can't be install because they need udev0 and 13.04 
provide udev1.
i compile from source the 12.10 version and i still have the same crash.

cheers
c

Le 07/06/2013 02:16, crini...@gmx.net a écrit :


Not a real solution, but I found the reason for the crashes was the intel 
driver for me, so I replaced it by an older one.

I am still using ubuntu 12.04, but I installed newer intel drivers from a ppa 
some time ago and suddenly got the same problem as users updating to 13.04.

for me the reason was this package (has newer driver sources than 12.04):
https://launchpad.net/~glasen/+archive/intel-driver/+sourcepub/3088701/+listing-archive-extra

I downgraded to the regular 12.04 package for the intel driver and the x 
crashes were gone. maybe it's possible to install the package from 12.04 on a 
13.04 installation?

got mine from here... 
http://packages.ubuntu.com/precise/xserver-xorg-video-intel

Martin


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Re: [PD] ubutu 13.04

2013-06-07 Thread Cyrille Henry

it did not solve the problem for me.

where did you get the source from?

did you only put this file in /usr/lib/xorg/modules/drivers?

thanks
Cyrille


Le 07/06/2013 23:56, pured...@11h11.com a écrit :

finally i took the time to compile from source (github) and the problem is gone.

you can try to use mine(!) 64bit:

https://dl.dropboxusercontent.com/u/1455235/intel_drv.so
/usr/lib/xorg/modules/drivers/intel_drv.so

good luck

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Re: [PD] ubutu 13.04

2013-06-07 Thread Cyrille Henry


ok, so that's not different from what i already done.
i'm so jealous that it work for you.
did anyone else can confirm that this work / did not work?

thanks
C

Le 08/06/2013 01:53, pured...@11h11.com a écrit :

where did you get the source from?


http://cgit.freedesktop.org/xorg/driver/xf86-video-intel/



did you only put this file in /usr/lib/xorg/modules/drivers?


yes only this file




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Re: [PD] ubutu 13.04

2013-06-06 Thread Cyrille Henry

i did not found any solution either.
c


Le 07/06/2013 01:07, pured...@11h11.com a écrit :

You can remove xserver-xorg-video-intel package and reboot, but then no more 
acceleration. As for me, I will reinstall Ubuntu Studio 12.04. My system looks 
shaky with 13.04 (random crash of Gimp, not sure if it's related to intel 
driver).

I tried also to install:
https://01.org/linuxgraphics/downloads/2013/intelr-linux-graphics-installer-version-1.0.1

Same problem.

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Re: [PD] pmpd // call for English translation help

2013-06-04 Thread Cyrille Henry

hello,

i fix a problem.
all my patch are now working.

can you test again?
thanks
C

Le 01/06/2013 17:56, John Harrison a écrit :

Sounds good. Let me know if for some reason it doesn't work out and you need 
help after all.

I just downloaded the latest pmpd. pmpd3d-test works great but pmpd3d-help 
creates an unstable oscillation. Is this the same for you? If not, I can 
elaborate.

-John
On 06/01/2013 10:47 AM, Cyrille Henry wrote:

Hello John,


Le 01/06/2013 17:00, John Harrison a écrit :

I lost track of this thread. Did the help with translations work out? If not, 
I'm glad to do it. My thought is that I could help with grammar issues.


for now Marco Donnarumma and Alexandros Drymonitis are both working on part of 
the files.
i did not see the result yet.
i hope it will be ok.

thanks for the proposition anyway.



This is the latest version of pmpd?
http://pure-data.svn.sourceforge.net/viewvc/pure-data/trunk/externals/pmpd/

yes.
i made update on pmpd* files. i did not change the mass/link objects.

cheers
Cyrille



-John

On 05/11/2013 10:40 AM, Cyrille Henry wrote:

there more to come after!

;-)
c

Le 11/05/2013 17:36, Marco Donnarumma a écrit :

Hey,
I'm at the airport coming back from LAC con so can't check the attachment but 
from what I remember its not too much to correct.

Ill be happy to do it!

Sent from a phone, please forgive brevity and typos.

On 11 May 2013 16:59, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:

hello Marco,

do you think you can correct the old pmpd help file?
(see attachment)
if there are to much, just do the most important one.

thanks again
Cheers
c


Le 10/05/2013 12:07, Marco Donnarumma a écrit :

Hey,

I'm also up for helping.
Don't know French, but ready to translate Cyrille French and help 
with help files and examples. :)

Been spending some good amount of time on the previous pmpd release.

M




 2. Re: pmpd // call for English translation help (Julian 
Brooks)

 Hi Cyrille,

 I'd be up for this but it will have to be from mid-June for me.

 If that's any use then absolument. I have to say my French is 
pretty dodgy
 though my Cyrille English is pretty good after having spent so 
much time
 poring over the pmpd help files:)

 Julian



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Re: [PD] pmpd // call for English translation help

2013-06-03 Thread Cyrille Henry



Le 01/06/2013 17:56, John Harrison a écrit :

Sounds good. Let me know if for some reason it doesn't work out and you need 
help after all.

I just downloaded the latest pmpd. pmpd3d-test works great but pmpd3d-help 
creates an unstable oscillation. Is this the same for you? If not, I can 
elaborate.

the help file work, but i just realize that some of my patch did not work as 
they should.
i will investigate.

cheers
c



-John
On 06/01/2013 10:47 AM, Cyrille Henry wrote:

Hello John,


Le 01/06/2013 17:00, John Harrison a écrit :

I lost track of this thread. Did the help with translations work out? If not, 
I'm glad to do it. My thought is that I could help with grammar issues.


for now Marco Donnarumma and Alexandros Drymonitis are both working on part of 
the files.
i did not see the result yet.
i hope it will be ok.

thanks for the proposition anyway.



This is the latest version of pmpd?
http://pure-data.svn.sourceforge.net/viewvc/pure-data/trunk/externals/pmpd/

yes.
i made update on pmpd* files. i did not change the mass/link objects.

cheers
Cyrille



-John

On 05/11/2013 10:40 AM, Cyrille Henry wrote:

there more to come after!

;-)
c

Le 11/05/2013 17:36, Marco Donnarumma a écrit :

Hey,
I'm at the airport coming back from LAC con so can't check the attachment but 
from what I remember its not too much to correct.

Ill be happy to do it!

Sent from a phone, please forgive brevity and typos.

On 11 May 2013 16:59, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:

hello Marco,

do you think you can correct the old pmpd help file?
(see attachment)
if there are to much, just do the most important one.

thanks again
Cheers
c


Le 10/05/2013 12:07, Marco Donnarumma a écrit :

Hey,

I'm also up for helping.
Don't know French, but ready to translate Cyrille French and help 
with help files and examples. :)

Been spending some good amount of time on the previous pmpd release.

M




 2. Re: pmpd // call for English translation help (Julian 
Brooks)

 Hi Cyrille,

 I'd be up for this but it will have to be from mid-June for me.

 If that's any use then absolument. I have to say my French is 
pretty dodgy
 though my Cyrille English is pretty good after having spent so 
much time
 poring over the pmpd help files:)

 Julian



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Re: [PD] pmpd // call for English translation help

2013-06-01 Thread Cyrille Henry



Le 01/06/2013 17:56, John Harrison a écrit :

Sounds good. Let me know if for some reason it doesn't work out and you need 
help after all.

thanks



I just downloaded the latest pmpd. pmpd3d-test works great but pmpd3d-help 
creates an unstable oscillation. Is this the same for you? If not, I can 
elaborate.

pmpd3d-help works for me.
did you open multiple patch on the same time?
mabe some $0 are missing.

please elaborate so i can fix the problem
cheers
c



-John
On 06/01/2013 10:47 AM, Cyrille Henry wrote:

Hello John,


Le 01/06/2013 17:00, John Harrison a écrit :

I lost track of this thread. Did the help with translations work out? If not, 
I'm glad to do it. My thought is that I could help with grammar issues.


for now Marco Donnarumma and Alexandros Drymonitis are both working on part of 
the files.
i did not see the result yet.
i hope it will be ok.

thanks for the proposition anyway.



This is the latest version of pmpd?
http://pure-data.svn.sourceforge.net/viewvc/pure-data/trunk/externals/pmpd/

yes.
i made update on pmpd* files. i did not change the mass/link objects.

cheers
Cyrille



-John

On 05/11/2013 10:40 AM, Cyrille Henry wrote:

there more to come after!

;-)
c

Le 11/05/2013 17:36, Marco Donnarumma a écrit :

Hey,
I'm at the airport coming back from LAC con so can't check the attachment but 
from what I remember its not too much to correct.

Ill be happy to do it!

Sent from a phone, please forgive brevity and typos.

On 11 May 2013 16:59, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:

hello Marco,

do you think you can correct the old pmpd help file?
(see attachment)
if there are to much, just do the most important one.

thanks again
Cheers
c


Le 10/05/2013 12:07, Marco Donnarumma a écrit :

Hey,

I'm also up for helping.
Don't know French, but ready to translate Cyrille French and help 
with help files and examples. :)

Been spending some good amount of time on the previous pmpd release.

M




 2. Re: pmpd // call for English translation help (Julian 
Brooks)

 Hi Cyrille,

 I'd be up for this but it will have to be from mid-June for me.

 If that's any use then absolument. I have to say my French is 
pretty dodgy
 though my Cyrille English is pretty good after having spent so 
much time
 poring over the pmpd help files:)

 Julian



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Re: [PD] PD crashing X server

2013-05-08 Thread Cyrille Henry

hello,

after compilling, on ubuntu i had to copy the driver from 
/usr/local/lib/xorg/modules/drivers to /usr/lib/xorg/modules/drivers
but it did not change anything for me.

i also compile the version that was distribute with ubuntu 12.10, but it also 
did not help.

did anyone else tried?

cheers
c


Le 06/05/2013 14:38, Roman Haefeli a écrit :

TheBob experienced similar issues on Gentoo and was able to resolve them.


From #dataflow @ irc.freenode.net


TheBob rdz: HOLY CRAP, It's working! I recompiled the driver in debug mode 
after much pain and found the issue, I updated to the latest intel driver that my 
distro provides (only 4 months old) no go! By this point I'm pretty depressed. Last 
resort I checked out the latest code from GIT (5 days old) compiled and booyah, it 
works!
TheBob Anyone here subscribed to the PD Mailing list that can post the result 
for me?
TheBob I'd love to share it with the Ubuntu 13.04 guys!
rdz TheBob, what module/library/driver did you recompile?
TheBob rdz: xf86-intel-video 
http://cgit.freedesktop.org/xorg/driver/xf86-video-intel/
TheBob Latest git


Roman



On Tue, 2013-04-30 at 21:53 +0100, Andy Farnell wrote:

JFWIW:

The 4th character would be the point at which TCL resizes the
object box.

a.

On Tue, Apr 30, 2013 at 10:45:16PM +0200, enrike wrote:

Hi

I just reinstalled Ubuntu to my laptop with latest version 13.04 and
the latest PD extended 0.43.3. Now I am getting this weird crash.
After a few objects (8 ~ 10) are created on the patch, or if I open
a patch with several files, when I create an object, as I type its
name in the box, just *exactly* when I type the 4th character, the X
server crashes and I get into the Ubuntu login area. I see no errors
at all it just restarts X going to login.

I have been trying to find a pattern to explain why at some point it
crashes but I cannot see any apart from the fact that few objects
are on the patch and it happens with the 4th character.

I have tried to check dmesg, and X log but I cannot see anything
meaningful. I am not sure what to look for.

thanks for any help...

enrike

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Re: [PD] How to force OSS MIDI via command line argument

2013-05-07 Thread Cyrille Henry

hello,

I have the same problem.
but i don't understand your answer : what did you put in the .pdsetting?

cheers
c

Le 15/02/2013 19:36, Miller Puckette a écrit :

This is probably something I should fix... MIDI used to default to 'OSS'
on linux and now defaults to 'alsa' - but I'm not sure that's really
the appropriate default.  In any event, since it now defaults to alsa we
clearly need a 'ossmidi' flag!

In the meantime, I put this in my .pdsetting o nthe pi so I can get OSS
MIDI by default, and then it's possible again to say -alsamidi to override
that to get ALSA if needed.

cheers
Miller

On Fri, Feb 15, 2013 at 10:31:41AM +0100, Antoine Villeret wrote:

hi,

I need to force the use of OSS MIDI instead of alsa on my RPi.
I don't know why, alsa is the default whereas there is nothing saying that
in startup flags nor in config file.
There is a -alsamidi, but is there an -ossmidi option ?

cheers

antoine

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Re: [PD] RPI + new canvas position

2013-05-06 Thread Cyrille Henry

i've noticed that also.
i just alt click and drag the windows to move it.

cheers
c

Le 06/05/2013 14:15, stéfan piat a écrit :

hello,

I just installed pd 0.43.2 on linux raspberrypi 3.6.11+
(from apt-get install puredata)

And I have a problem when creating a new patch/canvas : it,s created half away 
in the top left corner of the screen, and I cannot move it as I cannot access 
to its menubar.

I don't know if it a problem related to my configuration, or if itś pd related 
problem (I have only this problem with pd) but maybe there is a trick to change 
the default canvas position ?  cannot find it..


thanks for your help
stéfan


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Re: [PD] PD crashing X server

2013-05-06 Thread Cyrille Henry

woww, that's good news.
i was looking in this direction, but did not had time to go this far.
i will certainly do that in the next few days.
thanks a lot for the informations.

cheers
c


Le 06/05/2013 14:38, Roman Haefeli a écrit :

TheBob experienced similar issues on Gentoo and was able to resolve them.


From #dataflow @ irc.freenode.net


TheBob rdz: HOLY CRAP, It's working! I recompiled the driver in debug mode 
after much pain and found the issue, I updated to the latest intel driver that my 
distro provides (only 4 months old) no go! By this point I'm pretty depressed. Last 
resort I checked out the latest code from GIT (5 days old) compiled and booyah, it 
works!
TheBob Anyone here subscribed to the PD Mailing list that can post the result 
for me?
TheBob I'd love to share it with the Ubuntu 13.04 guys!
rdz TheBob, what module/library/driver did you recompile?
TheBob rdz: xf86-intel-video 
http://cgit.freedesktop.org/xorg/driver/xf86-video-intel/
TheBob Latest git


Roman



On Tue, 2013-04-30 at 21:53 +0100, Andy Farnell wrote:

JFWIW:

The 4th character would be the point at which TCL resizes the
object box.

a.

On Tue, Apr 30, 2013 at 10:45:16PM +0200, enrike wrote:

Hi

I just reinstalled Ubuntu to my laptop with latest version 13.04 and
the latest PD extended 0.43.3. Now I am getting this weird crash.
After a few objects (8 ~ 10) are created on the patch, or if I open
a patch with several files, when I create an object, as I type its
name in the box, just *exactly* when I type the 4th character, the X
server crashes and I get into the Ubuntu login area. I see no errors
at all it just restarts X going to login.

I have been trying to find a pattern to explain why at some point it
crashes but I cannot see any apart from the fact that few objects
are on the patch and it happens with the 4th character.

I have tried to check dmesg, and X log but I cannot see anything
meaningful. I am not sure what to look for.

thanks for any help...

enrike

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Re: [PD] ubutu 13.04

2013-05-01 Thread Cyrille Henry

hello,

there always been problem with nvidia proprietary driver. On 12.10, i was not 
able to start audacity.
i don't know about skype.

i think i read somwhere that the intel GPU drivers was completely rewriten, so 
that's certainly the cause of the bug. since it affect lot's of people i hope 
that the ubuntu team will find a workaround or jump back to the old version 
quite quickly.

but yes, the wait few weeks before updating rules is still valid.

cheers
c


Le 30/04/2013 20:12, Miller Puckette a écrit :

... so it sounds like there are at least 2 serious problems with the new
ubuntu affecting several applications - maybe a bit tighter quality control
is needed on their end :)

M


Here with (to use Intel graphics):
$ skype
it is OK.

But with (to use NVidia):
$ optirun skype
Skype crash.

But with Pd, it is different : Pd crash X server even with or without
optirun as describe Cyrille in his previous message (when you open a big
(?) patch and start to add object that contains more than 3 letters).
If you start a patch from scratch, you can create several objects
without problem...

My configuration :
Pd-0.44.3 () compiled 11:55:24 Apr 29 2013
Ubuntu 13.04
Linux jack-GE60-0NC-0ND 3.8.0-19-generic #29-Ubuntu SMP Wed Apr 17
18:16:28 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
++

Jack



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[PD] ubutu 13.04

2013-04-30 Thread Cyrille Henry

hello,

for ubuntu user : don't update to 13.04!

on my computer and also on jack computer, pd can crash X server.
when creating an object, the 4th letter typed on a object box make the screen 
goes black and the login screen to appear after few seconds...

cheers
c



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Re: [PD] ubutu 13.04

2013-04-30 Thread Cyrille Henry



Le 30/04/2013 14:05, me.grimm a écrit :

hmmm all is ok on my 13.04 installs.

but im running pd-extended ... maybe the reason?

well, it's a Xorg crash.not a pd crash.
do you have an intel GPU?

c



m

On Tue, Apr 30, 2013 at 5:49 AM, Cyrille Henry c...@chnry.net wrote:

hello,

for ubuntu user : don't update to 13.04!

on my computer and also on jack computer, pd can crash X server.
when creating an object, the 4th letter typed on a object box make the
screen goes black and the login screen to appear after few seconds...

cheers
c



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Re: [PD] ubutu 13.04

2013-04-30 Thread Cyrille Henry



Le 30/04/2013 14:11, me.grimm a écrit :

yup intel... 3 different machines i have running OK.

... im on Lubuntu BTW if that matters.

that's good to know. thanks
c



m



On Tue, Apr 30, 2013 at 8:08 AM, Cyrille Henry c...@chnry.net wrote:



Le 30/04/2013 14:05, me.grimm a écrit :


hmmm all is ok on my 13.04 installs.

but im running pd-extended ... maybe the reason?


well, it's a Xorg crash.not a pd crash.
do you have an intel GPU?


c



m

On Tue, Apr 30, 2013 at 5:49 AM, Cyrille Henry c...@chnry.net wrote:


hello,

for ubuntu user : don't update to 13.04!

on my computer and also on jack computer, pd can crash X server.
when creating an object, the 4th letter typed on a object box make the
screen goes black and the login screen to appear after few seconds...

cheers
c



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Re: [PD] Drawing a sine function dynamically in Gem

2013-04-29 Thread Cyrille Henry

hello,

the vertextbuffer method should be way faster than anything else.
cheers
c


Le 29/04/2013 15:53, Abel Jérôme a écrit :

I think I've tested all methods described by Cyrille for a project 
(https://gitorious.org/pd-gem-ui/pd-gem-ui). The last one with [GEMglVertex2f] 
and iteration in a table seems to be the most efficient.

So I made an oscilloscope in Gem according to what Cyrille and Nicolas said in 
attachments, it could help too.

Best

Jerome


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Re: [PD] Gem High def out put (stills ect)

2013-04-12 Thread Cyrille Henry



Le 11/04/2013 18:54, Jack a écrit :


Hello Cyrille,

Cool ! I didn't know this method with [alpha] and [polygon_smooth].
I get good results here with this method, better than render 4 times a
primitive and translate it by 1/2 pixel with alpha.
Maybe it depends on what you need to render ?

quality depend on what you need to render, but usually polygon smooth is better.
but performance depend on the GPU :
nvidia have good antialisaing performance.
i don't know about AMD.
for intel, rendering 4 time gives better performances with acceptable quality.

cheers
c


Thanks to this info, my computer will be cooler :)
++

Jack



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Re: [PD] Gem High def out put (stills ect)

2013-04-11 Thread Cyrille Henry

hello,

rendering to a framebuffer allow 4096 or 8192 (depending on your hadware 
memory) pixel snap.
you can render only part of the image in the framebuffer using the perspect 
message to gemwin, in order to add many of them to a bigger image.

for antialiasing, you have many solutions depending on what you are rendering
- the easiest is to insert alpha and polygon_smooth object after the 
gemhead.
- an other one is to render 4 time every primitives translated by a 1/2 pixel 
on every direction, and using alpha to adjust transparency.
- you can render a very big image and reduce it.

cheers
c


Le 11/04/2013 14:30, Alan Brooker a écrit :

Hi

II am use Gem to create some 3d artworks I planning to have printed for 
framing/postcards etc.- would be grateful for any advice on way to save high 
quality/large images from the Gem window? Ways to achieve Anti aliasing (is 
this only for Nvidia graphics?), smoothing of edges and such.

Thanks for the advice all, much appreciated.

Alan



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Re: [PD] Drawing a sine function dynamically in Gem

2013-04-10 Thread Cyrille Henry

hello,

you just have to put the gemhead in the gemlist befor the glBegin.
see attachement.

cheers
c


Le 10/04/2013 22:11, Roman Haefeli a écrit :

On Mit, 2013-04-03 at 11:59 +0200, Cyrille Henry wrote:

hello,

you have lot's of solution to draw a sinus curve in Gem.


[...]


you can also do like in openGL : using GEMglBegin, GEMglVextex (many
of them thanks to an iterative loop), and GEMglEnd


I'm interested in understanding that approach. So far I was able to draw
a simple line:

[gemhead]
|
[GEMglBegin GL_LINES]
|
[GEMglVertex2d -2 -2]
|
[GEMglVertex2d 2 2]
|
[GEMglEnd]

But how are you creating an iterative loop out of this? I tried after
GEMglBegin:

[t a b a]
||   \
|[20( \
|| \
|[until]\
||   \
|[gemlist ]
||  - put the two [GEMglVertex2d] here.
|
[GEMglEnd]

However, this causes an error on every frame:
GL: invalid operation

What is the correct way to do this?

Roman




Le 02/04/2013 23:18, Alexandros Drymonitis a écrit :

I want to build this visual http://processing.org/learning/trig/ in Pd, but I 
want the sine curve to be drawn dynamically with every circle spin. It seems 
quite hard though.

I don't know which object would be best. I tried either [curve] but the 
parameters are way too many and I'm not sure if precision is really possible. 
Then I tried [square 0.008] in combination with [repeat] but also doesn't work.
Anyone knows how to do this?


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gl_lines.pd
Description: application/puredata
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Re: [PD] flip image in glsl

2013-04-08 Thread Cyrille Henry

hello,

when using rectangular texturing, coordinate goes from 0 to image pixel size.
when using rectangle 0 mode, pixel coordinate goes from 0 to 1. (sometimes 1 
is for the power of 2 bigger than the image pixel size)

so, in rectangular mode, use pixetl_size - image coordinate to flip the image.
and 1 - image coordinate in non rectangle mode.

Image can be fliped because the fliped flag is not used on the shader.

cheers
c



Le 08/04/2013 09:24, Patrice Colet a écrit :

Hello,

  how is it possible to flip upside down an image in glsl example 
05.multitexture

I tried to implement this in fragment program:

http://stackoverflow.com/questions/9857089/flip-upside-down-vertex-shader-gles

but it doesn't work. The only thing I can do is changing texture scale and 
position, but I couldn't do it with negative values
like it would be done in pix_coordinates.

In fact when I use pix_multiimage before pix_texture, the image gets flipped, I 
don't know why...

Colet Patrice


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Re: [PD] Recursion in Gem: URL dead

2013-04-04 Thread Cyrille Henry

hello,

is this the example that are now part of gem:
Gem/example/13.recursion ?

cheers
c



Le 04/04/2013 11:23, Peter P. a écrit :

Dear List, dear Claude,

was trying to find the cool recursion-for-GEM tutorial, that Claude
posted some years ago.

Here is the mailing list announcement:
http://lists.puredata.info/pipermail/pd-list/2007-07/052198.html

And the webpage, sadly with defunct links:
http://www.blurty.com/users/claudiusmaximus/day/2007/07/18#407

Is the tutorial hosted elsewhere, or does anyone still have it? Would
be terrific to try out!

thanks a lot
PP

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Re: [PD] Drawing a sine function dynamically in Gem

2013-04-03 Thread Cyrille Henry

hello,

you have lot's of solution to draw a sinus curve in Gem.

the easiest would be to use scopeXYZ, but you'll have to do the sin in audio 
signal.

the most efficient is to use gemvertexbuffer to draw a line between points 
specified in table.

the fastest to code is to use repeat/separator/curve 2 in order to draw many 
lines

you can also do like in openGL : using GEMglBegin, GEMglVextex (many of them 
thanks to an iterative loop), and GEMglEnd

you can also do that in shader, but that would be to much complexity for this.

and you can certainly find other way to do that, but i think i cover the most 
used.
cheers
c


Le 02/04/2013 23:18, Alexandros Drymonitis a écrit :

I want to build this visual http://processing.org/learning/trig/ in Pd, but I 
want the sine curve to be drawn dynamically with every circle spin. It seems 
quite hard though.

I don't know which object would be best. I tried either [curve] but the 
parameters are way too many and I'm not sure if precision is really possible. 
Then I tried [square 0.008] in combination with [repeat] but also doesn't work.
Anyone knows how to do this?


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Re: [PD] Drawing a sine function dynamically in Gem

2013-04-03 Thread Cyrille Henry



Le 03/04/2013 16:30, Alexandros Drymonitis a écrit :

It's a bit strange but Pd can't create [GEMglVertex] or [gemvertexbuffer]. In 
the browser I found [gemframebuffer] but not the vertex one. [GEMglBegin] and 
[GEMglEnd] are being created, no prob.
I'm using the latest Pd...

lattest pd will not help. you need Gem for all of this.
since GEMglBegin works, you certainly have one version of Gem.
since gemvertexbuffer did not create, your version of Gem too old. according to 
gem website, the last release is 93.3, from 11/11/2011. that's the explanation.

cheers
c







On Wed, Apr 3, 2013 at 12:59 PM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:

hello,

you have lot's of solution to draw a sinus curve in Gem.

the easiest would be to use scopeXYZ, but you'll have to do the sin in 
audio signal.

the most efficient is to use gemvertexbuffer to draw a line between points 
specified in table.

the fastest to code is to use repeat/separator/curve 2 in order to draw 
many lines

you can also do like in openGL : using GEMglBegin, GEMglVextex (many of 
them thanks to an iterative loop), and GEMglEnd

you can also do that in shader, but that would be to much complexity for 
this.

and you can certainly find other way to do that, but i think i cover the 
most used.
cheers
c


Le 02/04/2013 23:18, Alexandros Drymonitis a écrit :

I want to build this visual http://processing.org/__learning/trig/ 
http://processing.org/learning/trig/ in Pd, but I want the sine curve to be 
drawn dynamically with every circle spin. It seems quite hard though.

I don't know which object would be best. I tried either [curve] but the 
parameters are way too many and I'm not sure if precision is really possible. 
Then I tried [square 0.008] in combination with [repeat] but also doesn't work.
Anyone knows how to do this?


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Re: [PD] gemlist into gemframebuffer?

2013-03-24 Thread Cyrille Henry

hello,

You can use gemlist to render in a framebuffer.
the examle 07.texture/11... show how to use multiple gemhead in the same 
framebuffer.
you can do the same with gemlist.

but that did not solve the problem that you receive value in between frames. I 
don't understand how you can render anything in between frame. are you in 
single buffer mode?
since rendering in the frambuffer should be made at specific moment, you have 
to store the values (in tables), and do a loop (using repeat or until/gemlist) 
to render whatever you wish using this values.

cheers
c

Le 23/03/2013 20:54, John Harrison a écrit :

As I continue my conversation with myself. :-) I realize that the solution I 
posted doesn't work for the current problem I have:

I have values coming in for where to put the spheres which come in between 
frames I am rendering. I don't have all of the values at once. Currently every 
time a new value comes in, I bang the gemlist. To do this without gemlist I 
need a way to store a gemstate/gpointer until the next value comes in. I can't 
find any way to store such a beast since it isn't supported by [pack] and there 
is no variable type for it. Is there some way to store the gpointer that I am 
missing?

On Sat, Mar 23, 2013 at 2:16 PM, John Harrison john.harri...@alum.mit.edu 
mailto:john.harri...@alum.mit.edu wrote:

Solved it by making a loop instead of using gemlist. Sorry for the noise. 
See attached for a demo of the solution if you are curious or if you might have 
a better/alternative solution.

-John


On Sat, Mar 23, 2013 at 11:47 AM, John Harrison john.harri...@alum.mit.edu 
mailto:john.harri...@alum.mit.edu wrote:

I have about 100 spheres I generate with a gemlist which currently 
display into a gem window. I'd like to instead put them into a gemframebuffer. 
Is there a way to do this? It seems that gemlist is hardcoded to display in the 
window? I can think of workarounds i.e. make 100 abstractions of my sphere but 
that seems clumsy and perhaps inefficient.





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Re: [PD] PMPD on RPi

2013-03-11 Thread Cyrille Henry

the vanilla-urn is missing.

Le 11/03/2013 10:18, Julian Brooks a écrit :

Hi Cyrille,

Many thanks for assistance...

The simplest solution I think is for me to send you the whole patch.

A simple example of my problem:

Main patch is:
'1.BitChime_pd-list.pd'

On my laptop the output going to [s mass1] from within [btch_mass01_sph 0 1 0] 
in [pd mass_n_link] is between 0-1.

On the RPi the same output is between 1-1.

Obviously this has some severe effects on the volume as the pmpd collisions are 
driving the audio.

Apart from pmpd the patch is vanilla.

If anyone else can confirm the same behaviour it would be appreciated.

(Hey Antoine, just spotted your post, thanks for weighing in)

Best wishes,

Julian





On 10 March 2013 19:22, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:



Le 10/03/2013 20:12, Julian Brooks a écrit :

Hi all,

Does anyone have a copy of the most recent PMPD compiled for the RPi 
that they can forward to me please?

I'm having a few issues with a patch that works fine on my laptop but 
is badly borked on the RPi and I think I've narrowed it down to the PMPD lib 
that I've compiled.

The version I've compiled seems to have built but it's not working 
correctly.


i dit not compile pmpd but i could if needed. But i don't think that i will 
make any diference.
could you explain the problem that i can test here?

cheers
c





The patch runs at about 50% on the RPi (10% on my laptop) so I'm hoping 
that should be ok.


Will report back after further testing.

Many thanks in advance,

Julian


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Re: [PD] PMPD on RPi

2013-03-11 Thread Cyrille Henry

hello,

so, i've test your patch on my laptop : it work.
i compile pmpd on the rpi, test your patch and it don't run.
so i can confirm the problem, sending you pmpd binary will not help

basic pmpd example works on the Rpi. it's hard to fully test because most 
examples need Gem.

On the Rpi, the pmpd part of your patch did became unstable. i can see the same 
behaviors on my laptop if I increase D2 a bit to much.
So, your patch is quite sensitive, and easily became unstable.
It look like the pi math is not accurate enough to keep your patch stable.
when removing few masses, and playing with parameters, i was able to get back 
to a stable situation.

in fact, changing in btch_link_2 rigidity of the link from 125 to 15 is enough 
to get the patch stable again. (after waiting for few second).
btw, i did not understand how a link with 125 rigidity connect to mass weight 
100 can not be instable.


So although pmpd did not work the same way on my laptop and on the Rpi, i was 
not able to spot a problem on the Rpi.

Accuracy can be the answer.
I'll be glad to here from peoples that know more than me on this topic.

cheers
c





Le 11/03/2013 10:31, Julian Brooks a écrit :

Bugger- sorry.

Attached now

BTW - Please be very careful with the audio level if testing on RPi.  It's very 
loud!

Julian

On 11 March 2013 09:23, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:

the vanilla-urn is missing.

Le 11/03/2013 10:18, Julian Brooks a écrit :

Hi Cyrille,

Many thanks for assistance...

The simplest solution I think is for me to send you the whole patch.

A simple example of my problem:

Main patch is:
'1.BitChime_pd-list.pd'

On my laptop the output going to [s mass1] from within [btch_mass01_sph 
0 1 0] in [pd mass_n_link] is between 0-1.

On the RPi the same output is between 1-1.

Obviously this has some severe effects on the volume as the pmpd 
collisions are driving the audio.

Apart from pmpd the patch is vanilla.

If anyone else can confirm the same behaviour it would be appreciated.

(Hey Antoine, just spotted your post, thanks for weighing in)

Best wishes,

Julian





On 10 March 2013 19:22, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
mailto:c...@chnry.net mailto:c...@chnry.net wrote:



 Le 10/03/2013 20:12, Julian Brooks a écrit :

 Hi all,

 Does anyone have a copy of the most recent PMPD compiled for 
the RPi that they can forward to me please?

 I'm having a few issues with a patch that works fine on my 
laptop but is badly borked on the RPi and I think I've narrowed it down to the 
PMPD lib that I've compiled.

 The version I've compiled seems to have built but it's not 
working correctly.


 i dit not compile pmpd but i could if needed. But i don't think 
that i will make any diference.
 could you explain the problem that i can test here?

 cheers
 c





 The patch runs at about 50% on the RPi (10% on my laptop) so I'm 
hoping that should be ok.


 Will report back after further testing.

 Many thanks in advance,

 Julian


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Re: [PD] PMPD on RPi

2013-03-11 Thread Cyrille Henry



Le 11/03/2013 14:48, Julian Brooks a écrit :

Still getting occasional explosions with D  D2 at 32  8 respectively. K for 
both links is now 15.

If anyone has further suggestions please let me know.

i did find some strange things in your patch.
there is a iCircle while most masses use iSphere, i think they should all use 
the same interactor in order to have a symetrical interaction.

also, interactor create force, i would better use link rigidity (K) in order to 
make the 2 masses to bounce one on the other.




I'm really very curious, Cyrille, what you mean by 'accuracy can be the answer'?

well, i wanted to point ou that the accuracy of the math is important.

if you do abstraction that mimic mass/link, you can do physical model without 
pmpd. But it has been proven that it's not as accurate as externals. And this 
accuracy can create instabilities in some situation (specially when the system 
is close to an instable point).

i have no idea why math should be less accurate on the Rpi, but that could be 
the answer on why your patch was working on a laptop, and not on the Pi.

cheers
c



I'm very aware that I've made all the settings 'by ear' so to speak, so I'm not 
follwing any formulas here.

Cheers,

Julian

On 11 March 2013 12:47, Julian Brooks jbee...@gmail.com 
mailto:jbee...@gmail.com wrote:

Hey Cyrille,

Many thanks for testing.

Good to know pmpd is working on the pi.

Thanks for the spot about the link being set too high (D2), I have set it 
to 15 as per your recommendation.

I'm now experimenting with D and D2 to try and get a similar soundworld as 
per my original patch.  Still getting occasional blow-ups/distortion for no 
apparent reason but at least something is happening, which is so much better 
than what I had before.

Interestingly it makes absolutely no difference to the resultant sound 
whether Pd on the Pi is running via vnc and in gui mode or straight from 
command line with -nogui.

Progress though.  Hurrah.

Will report back with further progress.
(if anyone has an inclination to check the patch and offer 
advice/assistance/recommendations I would be hugely grateful)

Very best wishes,

Julian




On 11 March 2013 11:23, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:

hello,

so, i've test your patch on my laptop : it work.
i compile pmpd on the rpi, test your patch and it don't run.
so i can confirm the problem, sending you pmpd binary will not help

basic pmpd example works on the Rpi. it's hard to fully test because 
most examples need Gem.

On the Rpi, the pmpd part of your patch did became unstable. i can see 
the same behaviors on my laptop if I increase D2 a bit to much.
So, your patch is quite sensitive, and easily became unstable.
It look like the pi math is not accurate enough to keep your patch 
stable.
when removing few masses, and playing with parameters, i was able to 
get back to a stable situation.

in fact, changing in btch_link_2 rigidity of the link from 125 to 15 is 
enough to get the patch stable again. (after waiting for few second).
btw, i did not understand how a link with 125 rigidity connect to mass 
weight 100 can not be instable.


So although pmpd did not work the same way on my laptop and on the Rpi, 
i was not able to spot a problem on the Rpi.

Accuracy can be the answer.
I'll be glad to here from peoples that know more than me on this topic.

cheers
c





Le 11/03/2013 10:31, Julian Brooks a écrit :

Bugger- sorry.

Attached now

BTW - Please be very careful with the audio level if testing on 
RPi.  It's very loud!

Julian

On 11 March 2013 09:23, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
mailto:c...@chnry.net mailto:c...@chnry.net wrote:

 the vanilla-urn is missing.

 Le 11/03/2013 10:18, Julian Brooks a écrit :

 Hi Cyrille,

 Many thanks for assistance...

 The simplest solution I think is for me to send you the 
whole patch.

 A simple example of my problem:

 Main patch is:
 '1.BitChime_pd-list.pd'

 On my laptop the output going to [s mass1] from within 
[btch_mass01_sph 0 1 0] in [pd mass_n_link] is between 0-1.

 On the RPi the same output is between 1-1.

 Obviously this has some severe effects on the volume as 
the pmpd collisions are driving the audio.

 Apart from pmpd the patch is vanilla.

 If anyone else can confirm the same behaviour it would be 
appreciated.

 (Hey Antoine, just spotted your post, thanks for weighing 
in)

 Best wishes,

 Julian

Re: [PD] PMPD on RPi

2013-03-11 Thread Cyrille Henry



Le 11/03/2013 16:58, Julian Brooks a écrit :

Hi again,

use link rigidity (K) in order to make the 2 masses to bounce one on the 
other.

I was under the impression that you had to use interactors so that the masses 
would bounce off each other (obviously not!)

How would I do that with links (K), is it in an example patch?

it's with the interactor, but interactor can do lot's of stuff, and it's a bit 
messy.
it can renerate a constant force when you enter in the interactor field (what 
you are using), or it can generatea force proportional to the distance to the 
interactor border. So it interact the same way as a link.



Main problem atm is that I like the sound of the patch on my laptop, even with 
the technical mistakes, and it just doesn't sound so good on the Pi:(

I did have GEM for visualisation but that all got ripped out a while ago 
knowing I would be hopefully porting to the Pi so it's now very hard to know 
what's happening - back to the drawing board.

yep, i understand the problem, i can't help more.
cheers
c



Jb

On 11 March 2013 14:48, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
wrote:



Le 11/03/2013 14:48, Julian Brooks a écrit :

Still getting occasional explosions with D  D2 at 32  8 respectively. 
K for both links is now 15.

If anyone has further suggestions please let me know.

i did find some strange things in your patch.
there is a iCircle while most masses use iSphere, i think they should all 
use the same interactor in order to have a symetrical interaction.

also, interactor create force, i would better use link rigidity (K) in 
order to make the 2 masses to bounce one on the other.




I'm really very curious, Cyrille, what you mean by 'accuracy can be the 
answer'?

well, i wanted to point ou that the accuracy of the math is important.

if you do abstraction that mimic mass/link, you can do physical model 
without pmpd. But it has been proven that it's not as accurate as externals. 
And this accuracy can create instabilities in some situation (specially when 
the system is close to an instable point).

i have no idea why math should be less accurate on the Rpi, but that could 
be the answer on why your patch was working on a laptop, and not on the Pi.

cheers
c


I'm very aware that I've made all the settings 'by ear' so to speak, so 
I'm not follwing any formulas here.

Cheers,

Julian

On 11 March 2013 12:47, Julian Brooks jbee...@gmail.com mailto:jbee...@gmail.com 
mailto:jbee...@gmail.com mailto:jbee...@gmail.com wrote:

 Hey Cyrille,

 Many thanks for testing.

 Good to know pmpd is working on the pi.

 Thanks for the spot about the link being set too high (D2), I have 
set it to 15 as per your recommendation.

 I'm now experimenting with D and D2 to try and get a similar 
soundworld as per my original patch.  Still getting occasional 
blow-ups/distortion for no apparent reason but at least something is happening, 
which is so much better than what I had before.

 Interestingly it makes absolutely no difference to the resultant 
sound whether Pd on the Pi is running via vnc and in gui mode or straight from 
command line with -nogui.

 Progress though.  Hurrah.

 Will report back with further progress.
 (if anyone has an inclination to check the patch and offer 
advice/assistance/__recommendations I would be hugely grateful)

 Very best wishes,

 Julian




 On 11 March 2013 11:23, Cyrille Henry c...@chnry.net mailto:c...@chnry.net 
mailto:c...@chnry.net mailto:c...@chnry.net wrote:

 hello,

 so, i've test your patch on my laptop : it work.
 i compile pmpd on the rpi, test your patch and it don't run.
 so i can confirm the problem, sending you pmpd binary will not 
help

 basic pmpd example works on the Rpi. it's hard to fully test 
because most examples need Gem.

 On the Rpi, the pmpd part of your patch did became unstable. i 
can see the same behaviors on my laptop if I increase D2 a bit to much.
 So, your patch is quite sensitive, and easily became unstable.
 It look like the pi math is not accurate enough to keep your 
patch stable.
 when removing few masses, and playing with parameters, i was 
able to get back to a stable situation.

 in fact, changing in btch_link_2 rigidity of the link from 125 
to 15 is enough to get the patch stable again. (after waiting for few second).
 btw, i did not understand how a link with 125 rigidity connect 
to mass weight 100 can not be instable.


 So although pmpd did not work the same way on my laptop and on 
the Rpi, i was not able to spot a problem on the Rpi.

 Accuracy can

Re: [PD] PMPD on RPi

2013-03-10 Thread Cyrille Henry



Le 10/03/2013 20:12, Julian Brooks a écrit :

Hi all,

Does anyone have a copy of the most recent PMPD compiled for the RPi that they 
can forward to me please?

I'm having a few issues with a patch that works fine on my laptop but is badly 
borked on the RPi and I think I've narrowed it down to the PMPD lib that I've 
compiled.

The version I've compiled seems to have built but it's not working correctly.


i dit not compile pmpd but i could if needed. But i don't think that i will 
make any diference.
could you explain the problem that i can test here?

cheers
c




The patch runs at about 50% on the RPi (10% on my laptop) so I'm hoping that 
should be ok.


Will report back after further testing.

Many thanks in advance,

Julian


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Re: [PD] file format for GEM

2013-03-06 Thread Cyrille Henry
).

-Stephan



On Sun, Mar 3, 2013 at 10:10 AM, Peter Venus 
n...@petervenus.de mailto:n...@petervenus.de wrote:

Hello!
i did not know, that you wanted  to playback 
HD-material.
with HD material, i notice problems as well, 
also with the mjpeg codec.

anyone having experience with fullHD and other 
codecs?

under OSX i found, that apples ProRes 422 codec 
works best for that matter. The only thing being, that its comes with final cut.
right now, i am running a show, where i use 
mjpeg in 720p resolution with no problems for simultaneous playback of 3 videos.

cheers, peter

Am 01.03.13 21:39, schrieb Stephan Elliot Perez:

So, I reduced the resolution of the files 
from 1920 x 1080 to 800 x 450
with the Apple Photo -Jpeg codec and now I 
have no lag.

The loss in quality is of course noticable, 
but tolerable...

Thanks again for you help,
Stephan

On Thu, Feb 28, 2013 at 9:13 AM, n...@petervenus.de 
mailto:n...@petervenus.de wrote:

Hello!

what video codec are you using?
in my experience, a big issue when 
playing back video with gem,
comes from the codecs and container, 
resulting in extreme differences in
cpu-load.
i found, that mov-container work way 
better than avi-container, even though
the same codec is used and packed in 
the container.
try  converting your videos to a 
motion-jpeg codec packed in a
quicktime-mov.
you could use mpeg-streamclip [1] for 
that purpose on win /mac machines or
ffmpeg on linux.

[1] http://www.squared5.com/  free tool 
for video conversion

regards, peter

   *Gesendet:* Mittwoch, 27. Februar 
2013 um 23:55 Uhr
*Von:* Stephan Elliot Perez 
dreamoftheshoreofanotherworl...@gmail.com 
mailto:dreamoftheshoreofanotherwo...@gmail.com
*An:* Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net
*Cc:* pd-list@iem.at 
mailto:pd-list@iem.at
*Betreff:* Re: [PD] file format for GEM

   A more urgent problem: Although the 
CPU usage stays under 100 (peak is
around 84 with three videos 
overlapping), there is a substantial amount of
lag. If I turn off video processing, a 
command that should be executed
after 30 seconds via the cue list is 
executed punctually. If I turn it on,
the command is 11 seconds late.

I can attach the patch if you like, but 
I probably will not be able to
send the video clips as one attachment.

Best regards,
Stephan


On Wed, Feb 27, 2013 at 8:19 PM, Stephan 
Elliot Perez 
dreamoftheshoreofanotherworld@__gmail.com 
mailto:dreamoftheshoreofanotherwo...@gmail.com wrote:

What is a shader, and how do I use 
it?


On Wed, Feb 27, 2013 at 7:25 PM, Cyrille Henry 
c...@chnry.net mailto:c...@chnry.net wrote:



Le 27/02/2013 19:17, Stephan 
Elliot Perez a écrit :

   Thanks, it works now. For some reason, 
turning auto on and off (with

pix_film) causes the video 
to lag temporarily, but I do not have this
problem if I use 
line-objects to go through the frames. The cpu-usage goes
above 100 if I have more 
than two videos playing at once, but I suppose I

Re: [PD] Gem:Convert 3d shape(obj) into a string of characters

2013-03-02 Thread Cyrille Henry

hello,

a obj file already is coded as text.
so you don't have to do any convertion, just open it with a text editor!

cheers
c


Le 02/03/2013 18:06, ronni montoya a écrit :

Hi, i was wondering how can i convert a 3d shape (obj file) into a
string of characters using Gem/pd?

Is it possible to get a list with all the vertex values of a obj file using Gem?

If not, which other options do exist?


thanks in advance

R.

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Re: [PD] Gem:Convert 3d shape(obj) into a string of characters

2013-03-02 Thread Cyrille Henry

with the textfile object.
cheers
c



Le 02/03/2013 19:42, ronni montoya a écrit :

oh cool , but how can i read that text in pd?


cheers

R.

2013/3/2, Cyrille Henry c...@chnry.net:

hello,

a obj file already is coded as text.
so you don't have to do any convertion, just open it with a text editor!

cheers
c


Le 02/03/2013 18:06, ronni montoya a écrit :

Hi, i was wondering how can i convert a 3d shape (obj file) into a
string of characters using Gem/pd?

Is it possible to get a list with all the vertex values of a obj file
using Gem?

If not, which other options do exist?


thanks in advance

R.

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Re: [PD] file format for GEM

2013-02-28 Thread Cyrille Henry



Le 27/02/2013 20:19, Stephan Elliot Perez a écrit :

What is a shader, and how do I use it?

see all exemple in directory 10.glsl

cheers
c



On Wed, Feb 27, 2013 at 7:25 PM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:



Le 27/02/2013 19:17, Stephan Elliot Perez a écrit :

Thanks, it works now. For some reason, turning auto on and off (with 
pix_film) causes the video to lag temporarily, but I do not have this problem if I use 
line-objects to go through the frames. The cpu-usage goes above 100 if I have more than 
two videos playing at once, but I suppose I don't need more than two for this project...

Also, what can I do if I want an additive blend instead of a normal 
cross-blend?


i would use a shader for this.
it offer great flexibility, even if it's a bit harder to begin with.
but that's the way openGL wants you to do now.
cheers
c



On Tue, Feb 26, 2013 at 10:16 PM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net mailto:c...@chnry.net mailto:c...@chnry.net wrote:

 hello,
 Gem is mostly design to work on the GPU, and not on the CPU.
 GPU have hundreds of core, they are faster than CPU for image 
manipulations.

 pix_add come from the 20th century and should now be avoid since 
it use cpu not gpu ;-)

 in order to make a fade transition between 2 videos, you can use 
transparency on one video.
 add a [alpha] object after Gemhead, and send number between 0 and 
1 in the last inlet of the colorRGB object to make the video appear / disapear.

 cheers
 c


 Le 26/02/2013 21:33, Stephan Elliot Perez a écrit :

 Hello,
  So, looking at the help file for [pd~], it seems to 
be primarily for audio. How can I use multiple cores to work purely with GEM?
   I am trying to have a simple transition between 
video clips, but if I have two instances of pix_film and then connect them to 
pix_add, the CPU-ussage skyrockets well above 100... is there a more efficient 
object for blending two video clips?

 Best regards,
 Stephan

 On Sun, Feb 3, 2013 at 10:54 PM, Thomas Mayer tho...@residuum.org mailto:tho...@residuum.org 
mailto:tho...@residuum.org mailto:tho...@residuum.org mailto:tho...@residuum.org 
mailto:tho...@residuum.org mailto:tho...@residuum.org mailto:tho...@residuum.org wrote:

  Hi,

  On 03.02.2013 22:48, Stephan Elliot Perez wrote:
I am talking about PD's CPU meter. I don't have the 
impression that PD
takes full advantage of 2 quad-core processors. When 
processing audio,
anything over 100 in PD's meter will lead to glitched 
audio. I am just
wondering if it will be much more when I load other 
videos and transition
between them.

  Pd will only use one core, and one core for the GUI. 
There are ways to
  distribute the load over several cores, e.g. [pd~] or use 
several
  instances of Pd that communicate with each others:

http://www.mail-archive.com/pd-list@iem.at/msg33319.html 
http://www.mail-archive.com/__pd-list@iem.at/msg33319.html 
http://www.mail-archive.com/__pd-list@iem.at/msg33319.html 
http://www.mail-archive.com/pd-list@iem.at/msg33319.html


  Hth,
  Thomas
  --
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Johann
  Wolfgang von Goethe in: Robert Shea  Robert A. Wilson, 
The Golden
  Apple)
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Re: [PD] Gem newbee question/antialiasing of edges on boxes

2013-02-27 Thread Cyrille Henry



Le 27/02/2013 00:42, jamal crawford a écrit :

hi Cyrille and list

yes i found some configuration tools and maxed them up and yes i can see
the smoothing now (which still is grainy, but its ok), but it seems like
polygon_smooth does nothing. i have no nvidia gpu, so no FSAA for me
(but something called ati radeon express m200 from somewhere 2006 on
this win box). i guess so far i will be left in a dust (of smoothly
rendered boxes), until i'll buy an nvidia gpu.
Can anyone advise an nvidia gpu (or some tech specifications) which will
be powerfull enough to render the edges as smoothly (cirka) as on that
picture, i linked.

any nvidia gpu will do antialiasing with no problem.
but if you wish to render 1 big square, you probably need something a bit 
better than the cheapest GPU available.

cheers
c


thank you for very fast reply
best regs
./jc

On Tue, Feb 26, 2013, at 01:50 PM, Cyrille Henry wrote:

hello,
if you use a nvidia GPU, you can set antialiasing on the rendering using
a FSAA message to gemwin (see gemwin help), before window creation.
if you use nvidia or amd gpu, you can force the antialiasing using
drivers configuration tools (if available on your os)
whatever gpu you are using, you can set per primitive antialiasing using
the polygon_smooth object after a gemhead

on my experience, this last option can be slower than the 1st one.

cheers
c




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Re: [PD] Gem newbee question/antialiasing of edges on boxes

2013-02-27 Thread Cyrille Henry

damned!
i forget the alpha!
thanks

cheers
c


Le 27/02/2013 10:44, IOhannes m zmoelnig a écrit :

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

darn, my mailer ate the content of my last mail. so here we go again...

On 2013-02-27 00:42, jamal crawford wrote:

but it seems like polygon_smooth does nothing.


obviously, you have to insert [polygon_smooth] *before* your Geos
(e.g. your boxes).
less obviously, you also might want to insert [alpha].

gamsdr
IOhannes
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAlEt1ZcACgkQkX2Xpv6ydvTx2ACg2e+7rYj83+Sp3lFqOgRpcNeK
ArkAn2Q1eVn1jMfArPymeu8eMS8evFRu
=Cona
-END PGP SIGNATURE-

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Re: [PD] Gem newbee question/antialiasing of edges on boxes

2013-02-27 Thread Cyrille Henry

I use linux. in this OS, driver is more a problem than hardware.
so i used Nvidia because that was the only one that provide good driver 
(proprietary).

2 years ago, i was not able to choose the computer to use for a performance, so 
i had to use a ADM GPU. Driver did improve a lot and things where usable.
i did not try since.

since few years, nvidia had the optimus system for laptop that allow 2 GPU: 
intel and nvidia to work on the same time.
The intel GPU is for everyday use, the nvidia for graphical demanding 
application.
No real good drivers allow to use this on linux. So most of the time the nvidia 
is slower than the intel.

So i've got a optimus latop. I use the intel gpu most of the time for Gem. Even 
for performances.
but sometimes it's good to have the nvidia, for testing, and for non real time 
rendering.

So, looking only at the hardware :
nvidia and amd build low / medium and high end GPU.
intel did only do low end gpu.
but i'm still surprised by my intel HD4000 : working with shader, it's lot's 
faster than the mid range nvidia i used 3 years ago.

hope that help

cheers
Cyrille


Le 27/02/2013 18:12, jamal crawford a écrit :

hi

thank you for the advise. I think I'll go practicing and experimenting
on boxes before I figure what gpu I want to invest in.
If its not too confidential, may I ask you to share your systems
(OS/hardware) specs, when you are working/performing with Gem.

./jc

On Wed, Feb 27, 2013, at 12:46 AM, Cyrille Henry wrote:



Le 27/02/2013 00:42, jamal crawford a écrit :

hi Cyrille and list

yes i found some configuration tools and maxed them up and yes i can see
the smoothing now (which still is grainy, but its ok), but it seems like
polygon_smooth does nothing. i have no nvidia gpu, so no FSAA for me
(but something called ati radeon express m200 from somewhere 2006 on
this win box). i guess so far i will be left in a dust (of smoothly
rendered boxes), until i'll buy an nvidia gpu.
Can anyone advise an nvidia gpu (or some tech specifications) which will
be powerfull enough to render the edges as smoothly (cirka) as on that
picture, i linked.



any nvidia gpu will do antialiasing with no problem.
but if you wish to render 1 big square, you probably need something a
bit better than the cheapest GPU available.

cheers
c




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Re: [PD] file format for GEM

2013-02-27 Thread Cyrille Henry



Le 27/02/2013 19:17, Stephan Elliot Perez a écrit :

Thanks, it works now. For some reason, turning auto on and off (with 
pix_film) causes the video to lag temporarily, but I do not have this problem if I use 
line-objects to go through the frames. The cpu-usage goes above 100 if I have more than 
two videos playing at once, but I suppose I don't need more than two for this project...

Also, what can I do if I want an additive blend instead of a normal cross-blend?


i would use a shader for this.
it offer great flexibility, even if it's a bit harder to begin with.
but that's the way openGL wants you to do now.
cheers
c




On Tue, Feb 26, 2013 at 10:16 PM, Cyrille Henry c...@chnry.net 
mailto:c...@chnry.net wrote:

hello,
Gem is mostly design to work on the GPU, and not on the CPU.
GPU have hundreds of core, they are faster than CPU for image manipulations.

pix_add come from the 20th century and should now be avoid since it use cpu 
not gpu ;-)

in order to make a fade transition between 2 videos, you can use 
transparency on one video.
add a [alpha] object after Gemhead, and send number between 0 and 1 in the 
last inlet of the colorRGB object to make the video appear / disapear.

cheers
c


Le 26/02/2013 21:33, Stephan Elliot Perez a écrit :

Hello,
 So, looking at the help file for [pd~], it seems to be 
primarily for audio. How can I use multiple cores to work purely with GEM?
  I am trying to have a simple transition between video clips, 
but if I have two instances of pix_film and then connect them to pix_add, the 
CPU-ussage skyrockets well above 100... is there a more efficient object for 
blending two video clips?

Best regards,
Stephan

On Sun, Feb 3, 2013 at 10:54 PM, Thomas Mayer tho...@residuum.org 
mailto:tho...@residuum.org mailto:tho...@residuum.org 
mailto:tho...@residuum.org wrote:

 Hi,

 On 03.02.2013 22:48, Stephan Elliot Perez wrote:
   I am talking about PD's CPU meter. I don't have the impression 
that PD
   takes full advantage of 2 quad-core processors. When processing 
audio,
   anything over 100 in PD's meter will lead to glitched audio. I 
am just
   wondering if it will be much more when I load other videos and 
transition
   between them.

 Pd will only use one core, and one core for the GUI. There are 
ways to
 distribute the load over several cores, e.g. [pd~] or use several
 instances of Pd that communicate with each others:

http://www.mail-archive.com/__pd-list@iem.at/msg33319.html 
http://www.mail-archive.com/pd-list@iem.at/msg33319.html

 Hth,
 Thomas
 --
 Spielen Sie Strip Schnipp-Schnapp? (Adam Weishaupt to Johann
 Wolfgang von Goethe in: Robert Shea  Robert A. Wilson, The Golden
 Apple)
http://www.residuum.org/

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Re: [PD] file format for GEM

2013-02-26 Thread Cyrille Henry

hello,
Gem is mostly design to work on the GPU, and not on the CPU.
GPU have hundreds of core, they are faster than CPU for image manipulations.

pix_add come from the 20th century and should now be avoid since it use cpu not 
gpu ;-)

in order to make a fade transition between 2 videos, you can use transparency 
on one video.
add a [alpha] object after Gemhead, and send number between 0 and 1 in the last 
inlet of the colorRGB object to make the video appear / disapear.

cheers
c


Le 26/02/2013 21:33, Stephan Elliot Perez a écrit :

Hello,
So, looking at the help file for [pd~], it seems to be primarily for 
audio. How can I use multiple cores to work purely with GEM?
 I am trying to have a simple transition between video clips, but if I 
have two instances of pix_film and then connect them to pix_add, the CPU-ussage 
skyrockets well above 100... is there a more efficient object for blending two 
video clips?

Best regards,
Stephan

On Sun, Feb 3, 2013 at 10:54 PM, Thomas Mayer tho...@residuum.org 
mailto:tho...@residuum.org wrote:

Hi,

On 03.02.2013 22:48, Stephan Elliot Perez wrote:
  I am talking about PD's CPU meter. I don't have the impression that PD
  takes full advantage of 2 quad-core processors. When processing audio,
  anything over 100 in PD's meter will lead to glitched audio. I am just
  wondering if it will be much more when I load other videos and transition
  between them.

Pd will only use one core, and one core for the GUI. There are ways to
distribute the load over several cores, e.g. [pd~] or use several
instances of Pd that communicate with each others:

http://www.mail-archive.com/pd-list@iem.at/msg33319.html

Hth,
Thomas
--
Spielen Sie Strip Schnipp-Schnapp? (Adam Weishaupt to Johann
Wolfgang von Goethe in: Robert Shea  Robert A. Wilson, The Golden
Apple)
http://www.residuum.org/

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Re: [PD] Gem newbee question/antialiasing of edges on boxes

2013-02-26 Thread Cyrille Henry

hello,
if you use a nvidia GPU, you can set antialiasing on the rendering using a FSAA 
message to gemwin (see gemwin help), before window creation.
if you use nvidia or amd gpu, you can force the antialiasing using drivers 
configuration tools (if available on your os)
whatever gpu you are using, you can set per primitive antialiasing using the 
polygon_smooth object after a gemhead

on my experience, this last option can be slower than the 1st one.

cheers
c



Le 26/02/2013 22:25, jamal crawford a écrit :

hi list

i found this picture
http://daimi.au.dk/~vectral/html_gallery_1/pics/Image_00227.jpg which is
done in max/jitter on osx and i wonder how do you get them soft
edges/lines on them boxes, if its possible at all. when I create a
cube or any other 3d object it has that grainy look. Does it have
anything to do with the OS/hardware its been running on?

best regards
./jc



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Re: [PD] share-mem lib

2013-02-25 Thread Cyrille Henry

hello

looking at the thread, i was assuming that the question was about shmem, but it 
look more like a question about pix_share_write.

in shmem, the shmid is the id provide by the user so anyone can acces to the 
mem.
but shmem did share table, so you have to put the pix in a table before sharing 
it.

on the other hand, pix_share_read / pix_share_write are dedicated to share pix 
data.
but the id provide is not the shmid.
looking at the source, i think the shmid is computed with this code :

int hash_str2us(std::string s) {
 
  int result=0;

  int a=63689;
  int b=378551;


  if(s.length()1)return -1;

  unsigned int i=0;
  for(i=0; is.length(); i++) {
result=result*a+s[i];
a *= b;
  }

  return ((unsigned short)(result)  0x7FFF);
}

is that what you where looking for?

cheers
cyrille


Le 25/02/2013 15:13, Charles Goyard a écrit :

Hi,

Cyrille Henry wrote:

i just did a initial commit of share-mem, a lib dedicated to deal with
shared memory.


Wow, great !

I'd like to use this to share pixes with veejay (a vjing tool that runs
on linux). Veejay wants YUV and can read/write from/to shm. So it looks
like communication can be done pretty easily. (note there's also an OGRE
plugin that uses shm).

My question is: how can I map the shm id of pix_share_write to the
output of ipcs ? Reading the source code left me clueless.

For example:
[ set 400 256 256 RGBA (
creates this:
~$ ipcs
keyshmidsize
0x798c 229379 charles666262164 1

veejay want the shm id as shown in the second field.

How course I can grep the pid and look for pd. But it won't work for
several shms.

Thanks for any hints,



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Re: [PD] share-mem lib

2013-02-25 Thread Cyrille Henry



Le 25/02/2013 16:17, IOhannes m zmoelnig a écrit :

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2013-02-25 15:54, Cyrille Henry wrote:

on the other hand, pix_share_read / pix_share_write are dedicated
to share pix data. but the id provide is not the shmid.


right, it is a hashed version of the shmid, in order to make it more
easily usable within Pd.

i'm curious : what make the hash shmid more usable than the integer Id?
i used the int id for shmem because i did not find any good reason not to.

cheers
c




I'd like to use this to share pixes with veejay (a vjing tool
that runs on linux). Veejay wants YUV and can read/write from/to
shm. So it looks like communication can be done pretty easily.
(note there's also an OGRE plugin that uses shm).


the thing with shm is, that you are sharing raw memory.
just because multiple applications support reading/writing from/to
shared memory, doesn't necessarily mean that they can share data in a
meaningful way.
the applications have to interpret the raw memory in the same way in
order to make sense.

a standardized way for sharing videos between applications on linux is
the v4l2loopback virtual video device.

fgmasdr
IOhannes
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAlErgI4ACgkQkX2Xpv6ydvT93wCffiKg5+NmgRdV3+m2cJo9/N7e
Z3wAoKGm8olsYLA/4Q/DhBj+N7SVEWAs
=jd1H
-END PGP SIGNATURE-

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Re: [PD] share-mem lib

2013-02-25 Thread Cyrille Henry

ok, thanks for the explanation
cheers
c


Le 25/02/2013 16:48, IOhannes m zmoelnig a écrit :

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2013-02-25 16:43, Cyrille Henry wrote:



Le 25/02/2013 16:17, IOhannes m zmoelnig a écrit : On 2013-02-25
15:54, Cyrille Henry wrote:

on the other hand, pix_share_read / pix_share_write are
dedicated to share pix data. but the id provide is not the
shmid.


right, it is a hashed version of the shmid, in order to make it
more easily usable within Pd.

i'm curious : what make the hash shmid more usable than the
integer Id? i used the int id for shmem because i did not find
any good reason not to.




without checking the actual code:
the shmid can be any 32bit integer, e.g. 156823457
since Pd uses 32bit single precision floats, the given id might not be
representable by a Pd-atom.

the hash i'm using is only 16bit, and thus always representable by a
Pd-atom.

ftgmasdr
IOhannes
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAlErh9UACgkQkX2Xpv6ydvQD5ACdGKqjFP2lJolNwudvE98KbrVY
ZZsAoO2z1R2MnSEhKg4txvkqUrpIKDsz
=f6Zo
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Re: [PD] pmpd2d, pmpd3d

2013-02-23 Thread Cyrille Henry

hello,

i think pmpd, pmpd2d and pmpd3d are not include in pd-extended.

in the example 58, it's not a iLine, but a iSphere that interact with all 
particle.
interactor are not yet included in pmpd* object. but i'm currently working on 
that and it should be finished in 1 or 2 month.

cheers
cyrille




Le 23/02/2013 16:00, John Harrison a écrit :

I'm curious the status of pmpd2d and pmpd3d as I do not see them in Pd-extended 0.43.4. 
I'm also wondering if there is something I haven't found yet to create results using 
pmpd2d to mimic things like iLine2D. I see examples like 58_pmpd2d_sand.pd (also not 
included in Pd-extended 0.43.4) which is close to iLine2D but doesn't seem offer the 
flexibility of parameters. For example, using pmpd2d how would I create a 
squishy line for my masses to react to such that they appear to reacting to a 
repulsing magnetic force as opposed to a hard wall?


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[PD] gyro sensors to absolute rotation WAS: Re: gimbal lock solution?

2013-02-10 Thread Cyrille Henry



Le 09/02/2013 21:11, Roman Haefeli a écrit :

On Sam, 2013-02-09 at 16:41 +0100, Cyrille Henry wrote:




Yeah, right. But you can add the values up to get rotation (of course,
it's always rotation relative to itself, which will obviously drift from
reality over time).

yep.
drift usually make this useless.




in theory (with infinite acurate sensors, no drift etc), you have to
do a feedback loop (using gemlist_info), so that the current rotation
is modify by the sensors value.
(rotation did not sums up)


...parsing solution  beep.. stack overflow (in my head)!

You mean you add each increment (gyro measurement) to the rotation
separately, then get the orientation with gem_list info, add the next
increment to the orientation, get orientation again, add increment etc?
Can you cast that into a little Gem example patch, if it is not too much
trouble?


yes.
see attachment.
cheers
c



Roman



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gyro_2_absolute.pd
Description: application/puredata
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Re: [PD] gyro sensors to absolute rotation WAS: Re: gimbal lock solution?

2013-02-10 Thread Cyrille Henry



Le 10/02/2013 13:54, Roman Haefeli a écrit :

On Son, 2013-02-10 at 10:16 +0100, Cyrille Henry wrote:


You mean you add each increment (gyro measurement) to the rotation
separately, then get the orientation with gem_list info, add the next
increment to the orientation, get orientation again, add increment etc?
Can you cast that into a little Gem example patch, if it is not too much
trouble?


yes.
see attachment.


Hey Cyrille, just before I read your mail I figured it out myself. The
trick (as also shown in your patch) is to use one [rotateXYZ] for adding
the increments and another one for setting the current orientation
received from [gemlist_info].

yes, and the order of the 2 rotation is important : if the sensors are relative 
to the object, the rotation should be in the object referential, so the sensors 
rotate is on top of the object.
if you have a global rotation (like one would want when changing a view point 
with the moose), then the rotation should be next to the gemhead.



You really triggered an 'aha' kind of moment in my head. Thank you for
that.

;-)

cheers
c



Roman



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Re: [PD] gimbal lock solution?

2013-02-09 Thread Cyrille Henry

hello,

rotateXYZ is doing : rotation X then  rotation Y then rotation Z

this is not the same than :
rotation Z
rotation Y
rotation X

So, depending on how works your orientation sensors, you could have to change 
the rotation order.

you can try, using 3 rotateXYZ object.

cheers
c



Le 09/02/2013 14:45, Fero Kiraly a écrit :

I have 3 axis accelerometer and 3 axis orientation sensor in my device.
So i can get 0 - 360 deg on X, Y and Z.


When I draw in GEM a rectangle, I am able to rotate it with each of 3 axes, but 
only separately. When I try it  with all three axes together
it has strange movements, so I guess it has something with gimbal lock.




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Re: [PD] gimbal lock solution?

2013-02-09 Thread Cyrille Henry



Le 09/02/2013 15:49, Fero Kiraly a écrit :

Roman, thank you, that is exactly what I mean.

Google said to me that it has something with:

kalman or complementary filter,
gimbal lock,
quaternions
arithmetic with matrixes ( there I can use iemmatrix library)

translate/rotate/scale/shear are matrix operation!




my input data are:
accX, accY, accZ, pitch yaw, roll (from HTC desire)

how to get this together ?

use pitch, yaw, roll in 3 rotateXYZ and connect the 3 rotate object in the 
correct order.
(not X, Y, Z, since it did not work)


cheers
c





fk.


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Re: [PD] gimbal lock solution?

2013-02-09 Thread Cyrille Henry



Le 09/02/2013 15:39, Roman Haefeli a écrit :

I believe it is (unfortunately) not as simple as that. When you rotate
with [rotateXYZ], the three axis are not always perpendicular to each
other. For instance, if you set Y to 90, the X and the Z rotate around
the same axis.



every rotation keep the 3 axes perpendicular.
but rotateXYZ do 3 rotations, X, Y and Z, in this order.

if you rotate 90° in Y, Z axe became what use to be the X axe.
so rotation in Z after a 90° rotation in Y is the same than a rotation in X 
before the Y rotation.
that's the gimbal lock.

but after the Y rotation, a X rotation is not the same than a Z rotation.

if you don't believe me, you can try :
gemhead
rotate X 0 Z
rotate 0 90 0
cube

X and Z are still (and will always be) perpendicular.





However, the gyroscope (at least the one from Wiimote MotionPlus and
most likely also the one from your phone) consists of three separate
sensor which are perpendicular to each other at any time.

If I understand Fero correctly, he would like to use the sensors so he
can control an object in Gem that follows exactly the orientation of his
phone. I also tried that once with a Wiimote and Gem but I couldn't wrap
my head around the two concepts of [rotateXYZ] and the gyro sensors.

gyro sensors give rotation speed. not absolute rotation.
in theory (with infinite acurate sensors, no drift etc), you have to do a 
feedback loop (using gemlist_info), so that the current rotation is modify by 
the sensors value.
(rotation did not sums up)

cheers
c




Anyone enlightened might be able to shed some light on this confusion?

Roman




On Sam, 2013-02-09 at 15:18 +0100, Cyrille Henry wrote:

hello,

rotateXYZ is doing : rotation X then  rotation Y then rotation Z

this is not the same than :
rotation Z
rotation Y
rotation X

So, depending on how works your orientation sensors, you could have to change 
the rotation order.

you can try, using 3 rotateXYZ object.

cheers
c



Le 09/02/2013 14:45, Fero Kiraly a écrit :

I have 3 axis accelerometer and 3 axis orientation sensor in my device.
So i can get 0 - 360 deg on X, Y and Z.


When I draw in GEM a rectangle, I am able to rotate it with each of 3 axes, but 
only separately. When I try it  with all three axes together
it has strange movements, so I guess it has something with gimbal lock.




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Re: [PD] Raspberry Pi : DSP on the GPU ? (WAS : Message from the boss of Raspberry Pi Foundation !)

2013-02-09 Thread Cyrille Henry



Le 09/02/2013 18:55, Jonathan Sheaffer a écrit :

Just as a side-note, and although this does not seem feasible on the RPi (at 
least yet), anybody generally interested in audio DSP on GPUs may want to have 
a look at:

Savoija, Lauri, Vesa Valimaki, and Julius O. Smith. Audio Signal Processing Using 
Graphics Processing Units. /Journal of the Audio Engineering Society/ 59.1-2 
(2011): 3-19.

In my experience, doing scientific computations by tricking a GPU into thinking 
that it's processing graphics (e.g. by using OpenGL), is quite painful. So in 
the absence of an official framework like OpenCL or CUDA, which provides a 
relatively simple means of abusing a GPU, chasing this one on the RPi would be 
a nightmare...



if your application can profit from parallel processing, and if you can run 
shaders, then GPGPU is not so complex.

one can also have a look at Gem example : 10.glsl/10.GPGPU
this will however not run on the pi.

cheers
c



Cheers,
Jon.


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Re: [PD] pidip

2013-02-07 Thread Cyrille Henry



Le 07/02/2013 19:02, me.grimm a écrit :
...

glsl effects (i never did quite figure out an easy way to chain effects)

use framebufffer :
render the image in a framebuffer with a shader, then draw the 1st framebuffer 
texture in a 2nd framebuffer with a 2nd shader etc.
it's quite easy, and hundred time faster than doing video computing in CPU.

cheers
c

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