Re: [PD] Legal restrictions for apps

2013-10-03 Thread Simon Wise

On 03/10/13 10:39, Jonathan Wilkes wrote:



And make sure that all the authors sign off on that license change.


this was the subject of a long discussion on this list and discussions with the 
authors and copyright holders, check the archives for details, the license 
change was not done arbitrarily, the copyright holders decided to replace GPL by 
LGPL and took some time and care about it so I assume they did so properly.


Simon

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Re: [PD] Legal restrictions for apps

2013-10-03 Thread Simon Wise

On 03/10/13 03:17, Tony Hillerson wrote:

I agree that it seems like there's there's no prohibition on distributing
LPGL objects


You must distribute them under the LGPL, and that requires making their source 
code available, just like the GPL.


However LGPL programs/libraries can be linked to from any program, unlike GPL 
code which does not allow distribution unless all the sources including that of 
any code which links to it are also distributed with compatible rights but not 
necessarily obligations.


Distributing an LGPL binary you must still distribute its source as well (in one 
of the ways described in the license). Then you may distribute it under the LGPL 
license. Apple does not allow GPL software on its appstore. To distribute a 
program on the appstore you must give Apple a license to distribute it, in 
return they collect license fees and pay you part of what they collect, but they 
are not willing to agree to the GPL and are not willing to agree to make the 
sources available under those conditions.


You are not in a position to give Apple any license to distribute expr except 
the LGPL, and certainly cannot give them the right to distribute it without them 
agreeing to the obligations regarding expr source code, which would seem to put 
it in the same situation as GPL programs.


But is expr part of libpd??

Simon






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Re: [PD] [PD-announce] pd 0.45-3 test 1 released

2013-10-03 Thread peiman khosravi
ah that was my bad. I had not seen the 'save settings' button! It does get
saved.

Sorry about the false alarm.

Thanks
Peiman




*www.peimankhosravi.co.uk || RSS
Feedhttp://peimankhosravi.co.uk/miscposts.rss ||
Concert News http://spectralkimia.wordpress.com/*


On 3 October 2013 04:43, Miller Puckette m...@ucsd.edu wrote:

 Hmm... this is even if you save 96K as a preference?  Normally the sample
 rate defaults to 44K1 unless you change it and save the cahnge - but then
 I don't see why it wouldn't stick at 96K.  But I don't think I have any
 96K interfaces to try this on...

 cheers
 Miller

 On Thu, Oct 03, 2013 at 12:29:41AM +0100, peiman khosravi wrote:
  I have noticed one strange behaviour. The sample rate seems to reset to
  44100 (from 96k), each time I quit and relaunch pd.
 
  Peiman
 
 

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

2013-10-03 Thread Py Fave
first thanks both for your help.
i was tired yesterday evening.

jack , i have a problem with your patch.
i had already similar problems before, that's why i wanted to use some
shader in the feedback chain .

it works ok BUT with very long feedback ( 0.999 alpha ) values i get a
 ghost image,
the point never diseappears( because perhaps of a bad approximation in
opengl ) .
ie : color 1 1 1 0.995
leaves traces
is that a problem with  my graphics card ? i don't think so .
i join a clumsy correction test , with makes things flicker a bit too much .
do you have a better workaround?



2013/10/2 Jack j...@rybn.org:
 Le 02/10/2013 20:10, 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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 This example could help, see attached.
 ++

 Jack



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feedback_and_glsl2.pd
Description: Binary data
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[PD] RE : Re: need help with gem and glsl feedback

2013-10-03 Thread jack
Use, format RGB32 instead of RGB for your framebufers.
++

JackPy Fave pyf...@gmail.com a écrit :first thanks both for your help.
i was tired yesterday evening.

jack , i have a problem with your patch.
i had already similar problems before, that's why i wanted to use some
shader in the feedback chain .

it works ok BUT with very long feedback ( 0.999 alpha ) values i get a
ghost image,
the point never diseappears( because perhaps of a bad approximation in
opengl ) .
ie : color 1 1 1 0.995
leaves traces
is that a problem with  my graphics card ? i don't think so .
i join a clumsy correction test , with makes things flicker a bit too much .
do you have a better workaround?



2013/10/2 Jack j...@rybn.org:
 Le 02/10/2013 20:10, 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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 This example could help, see attached.
 ++

 Jack



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Re: [PD] Legal restrictions for apps

2013-10-03 Thread Dan Wilcox
The sources are in libpd yes, but I remove them from my project. If the license 
change was done with the authors consent, it wasn't done properly because, as I 
said before, the headers in vexpr.c, vexpr_fun.c, and vexpr_if.c are GPL and it 
prints a GPL load message. The LGPL license is in the LICENSE.txt file:

https://github.com/libpd/libpd/tree/master/pure-data/extra/expr~

I could just go in and change them, but I don't know the authors nor have their 
consent, so I figure this should be done at the source.

On Oct 3, 2013, at 3:52 PM, pd-list-requ...@iem.at wrote:

 From: Simon Wise simonzw...@gmail.com
 Subject: Re: [PD] Legal restrictions for apps
 Date: October 3, 2013 3:34:00 PM GMT+08:00
 To: pd-list Pd-list@iem.at
 
 But is expr part of libpd??
 
 Simon


Dan Wilcox
@danomatika
danomatika.com
robotcowboy.com





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[PD] LED on the Cheap

2013-10-03 Thread Alvin Google
I am writing a proposal to use Pure-Data to control LED panels that 
would light part of a rock quarry. The panels should both illuminate and 
show pixelated imagery (the resolution dependent on the quality of 
LEDs). I would looking for the cheapest and easiest solution. It has to 
be visible at some distance so the panel size would have to be at least 
2 x 3 meters. This sort of application is completed new to me and any 
and all advise would be super helpful..


Thanks

A

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Re: [PD] LED on the Cheap

2013-10-03 Thread Alexandros Drymonitis
I guess some microprocessor like Arduino will be needed for that. Plus
shift registers since you'll be using lots of LEDs. Do you wanna use RGB
LEDs? How do you want to use Pd in that? Will the panels react to some or
image, or something like that?


On Thu, Oct 3, 2013 at 11:58 AM, Alvin Google alvin.os...@gmail.com wrote:

 I am writing a proposal to use Pure-Data to control LED panels that would
 light part of a rock quarry. The panels should both illuminate and show
 pixelated imagery (the resolution dependent on the quality of LEDs). I
 would looking for the cheapest and easiest solution. It has to be visible
 at some distance so the panel size would have to be at least 2 x 3 meters.
 This sort of application is completed new to me and any and all advise
 would be super helpful..

 Thanks

 A

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

2013-10-03 Thread Patrice Colet
Hello,

I'm trying to find out how to get a backbuffer for attached shader found in the 
web (http://glsl.heroku.com/e#8849.0), it seem I couldn't get alpha channel in 
gemframebuffer's recursion, any idea?

Colet Patrice

// Cyrille Henry 2007

void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

}
#N canvas 923 209 901 669 10;
#X obj 76 566 glsl_program;
#X obj 149 419 pack 0 0;
#X obj 170 399 t b f;
#X obj 166 354 change;
#X obj 148 259 change;
#X msg 149 445 link \$1 \$2;
#X floatatom 170 380 2 0 0 0 ID - -;
#X floatatom 148 282 2 0 0 0 ID - -;
#X obj 167 466 print linking;
#X obj 213 222 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X obj 76 240 glsl_vertex;
#X obj 76 334 glsl_fragment;
#X text 231 219 - load shader;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 118 46 loadbang;
#X msg 118 81 reset;
#X obj 118 113 outlet;
#X connect 0 0 1 0;
#X connect 1 0 2 0;
#X restore 551 12 pd Gem.init;
#N canvas 340 107 682 322 gemwin 0;
#X obj 102 122 tgl 15 0 \$0-gemstart \$0-gemstart empty 17 7 0 10 -262144
-1 -1 1 1;
#X obj 102 161 r \$0-gemstart;
#X obj 102 182 select 1 0;
#X msg 102 214 create \, 1;
#X msg 177 215 destroy;
#X obj 102 239 t a;
#X obj 318 54 inlet;
#X obj 318 255 gemwin;
#X obj 318 100 t a a;
#X obj 318 287 outlet;
#X obj 350 128 route create destroy;
#X obj 350 150 t b;
#X msg 350 172 1;
#X obj 390 150 t b;
#X msg 390 172 0;
#X obj 350 195 t f;
#X msg 350 219 set \$1;
#X text 118 122 rendering;
#X connect 1 0 2 0;
#X connect 2 0 3 0;
#X connect 2 1 4 0;
#X connect 3 0 5 0;
#X connect 4 0 5 0;
#X connect 5 0 8 0;
#X connect 6 0 8 0;
#X connect 7 0 9 0;
#X connect 8 0 7 0;
#X connect 8 1 10 0;
#X connect 10 0 11 0;
#X connect 10 1 13 0;
#X connect 11 0 12 0;
#X connect 12 0 15 0;
#X connect 13 0 14 0;
#X connect 14 0 15 0;
#X connect 15 0 16 0;
#X connect 16 0 0 0;
#X coords 0 -1 1 1 85 40 1 100 100;
#X restore 533 33 pd gemwin;
#X msg 31 357 print;
#X msg 32 279 print;
#X msg 39 547 print;
#X obj 76 168 alpha;
#X obj 74 143 t a b;
#X obj 188 162 change;
#X msg 188 142 1;
#X obj 76 589 pix_texture;
#X msg 87 219 open texture.vert;
#X obj 437 355 f;
#X obj 465 354 + 1;
#X obj 433 310 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1
1;
#X msg 501 331 0;
#X obj 336 496 b;
#X obj 437 375 / 1000;
#X obj 435 333 metro 1;
#X msg 379 397 1;
#X msg 437 417 time \$1;
#X msg 336 518 resolution 512 512;
#X msg 86 308 open fractalFeedback.frag;
#X obj 75 73 gemframebuffer;
#X obj 592 417 pix_texture;
#X obj 75 122 translateXYZ 0 0 -4;
#X obj 76 613 square 4;
#X obj 585 510 square 4;
#X obj 134 158 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X msg 300 32 format RGB32 \, dimen 512 512;
#X obj 584 300 gemframebuffer;
#X obj 75 28 gemhead 30;
#X obj 749 371 pix_texture;
#X obj 749 288 gemhead 55;
#X obj 749 393 square 4;
#X obj 492 465 loadbang;
#X obj 299 9 loadbang;
#X obj 590 233 gemhead 25;
#X msg 506 539 texunit 1 \, rectangle 0;
#X msg 295 559 backbuffer 1;
#X obj 587 340 translateXYZ 0 0 -4;
#X connect 0 0 22 0;
#X connect 0 1 28 0;
#X connect 1 0 5 0;
#X connect 2 0 1 0;
#X connect 2 1 1 1;
#X connect 3 0 6 0;
#X connect 4 0 7 0;
#X connect 5 0 0 0;
#X connect 5 0 8 0;
#X connect 6 0 2 0;
#X connect 7 0 1 0;
#X connect 9 0 23 0;
#X connect 9 0 34 0;
#X connect 10 0 11 0;
#X connect 10 1 4 0;
#X connect 11 0 0 0;
#X connect 11 1 3 0;
#X connect 13 0 14 0;
#X connect 15 0 11 0;
#X connect 16 0 10 0;
#X connect 17 0 0 0;
#X connect 18 0 10 0;
#X connect 19 0 18 0;
#X connect 19 1 21 0;
#X connect 20 0 9 0;
#X connect 21 0 20 0;
#X connect 22 0 38 0;
#X connect 23 0 10 0;
#X connect 24 0 25 0;
#X connect 24 0 29 0;
#X connect 25 0 24 1;
#X connect 26 0 30 0;
#X connect 27 0 24 1;
#X connect 28 0 33 0;
#X connect 28 0 31 0;
#X connect 28 0 51 0;
#X connect 29 0 32 0;
#X connect 30 0 24 0;
#X connect 31 0 26 0;
#X connect 32 0 0 0;
#X connect 33 0 0 0;
#X connect 34 0 11 0;
#X connect 35 0 37 0;
#X connect 35 1 36 1;
#X connect 36 0 39 0;
#X connect 37 0 19 0;
#X connect 40 0 18 1;
#X connect 41 0 35 0;
#X connect 41 0 42 0;
#X connect 42 0 52 0;
#X connect 42 1 44 1;
#X connect 43 0 35 0;
#X connect 44 0 46 0;
#X connect 45 0 44 0;
#X connect 47 0 50 0;
#X connect 48 0 41 0;
#X connect 49 0 42 0;
#X connect 50 0 36 0;
#X connect 51 0 0 0;
#X connect 52 0 36 0;


fractalFeedback
Description: Binary data
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Re: [PD] RE : Re: need help with gem and glsl feedback

2013-10-03 Thread Jack
Le 03/10/2013 11:23, Patrice Colet a écrit :
 Hello,

 I'm trying to find out how to get a backbuffer for attached shader found in 
 the web (http://glsl.heroku.com/e#8849.0), it seem I couldn't get alpha 
 channel in gemframebuffer's recursion, any idea?

 Colet Patrice



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Hello Patrice,

I just added a line at the begining and an other one at the end of
fractalFeedback.frag to change the alpha for the feedback.
I also change the texunit ID backbuffer to 0 in the patch.
You can change alpha feedback with the number box i added in the patch.
Hope it helps.
++

Jack





feedback.pd
Description: application/puredata

uniform float time, alpha_back;
uniform vec2 mouse;
uniform vec2 resolution;

uniform sampler2D backbuffer;

#define PI2 6.2831853070


// definition for a scale, rotate, and color transform
// color transform is multiply (darken) only
struct Transform {
vec4 color;
vec2 center;
float scale;
float rotation;
};

vec2 applyTransform(const Transform t, vec2 v) {
v -= t.center;
float c = cos(t.rotation);
float s = sin(t.rotation);
return (vec2(
(v.x*c - v.y*s),
(v.y*c + v.x*s)) * t.scale + t.center);
}

#define SCALE 5.0

// model will be scaled such that the rectangle (-SCALE/2, -SCALE/2), (SCALE/2, 
SCALE/2)
// will be centered and fit the window with square aspect ratio.
float scale = SCALE / min(resolution.y,resolution.x);

vec2 mapModelToTexture(const vec2 v) {
return (v/(resolution*scale) + 0.5);
}

vec2 mapTextureToModel(const vec2 v) {
return (v - 0.5 * resolution) * scale;
}

// apply transform, return backbuffer sample
vec4 getBackbufferTransform(const Transform t, vec2 v) {
return t.color * 
texture2D(backbuffer, 
   mapModelToTexture(applyTransform(t, v)));
}

vec4 whiten(const vec4 color, float f) {
return (1.-f)*color + vec4(f);
}

void main( void ) {
// transform fragment coords to model coords
vec2 v = mapTextureToModel(gl_FragCoord.xy);

// draw orbs

const float innerRadius = 0.01;
float outerRadius = .24 + .03 * (sin(17.*time) + sin(11.*time));

vec2 p1 = (vec2(sin(time), cos(time)));
vec2 p2 = (vec2(sin(time*1.1), cos(time*1.1)));
vec2 p3 = (vec2(sin(time*1.3), cos(time*1.3)));

float d1 = length(v -p1);
float d2 = length(v -p2);
float d3 = length(v -p3);

const float aa = 0.95;
const float bb = 0.65;
const float cc = 0.05;
const vec4 color1 = vec4(aa, bb, cc, 2.0);
const vec4 color2 = vec4(cc, bb, aa, 2.0);
const vec4 color3 = vec4(aa, cc, bb, 2.0);

vec4 drawing = vec4(0.,0.,0.,0.);
drawing += smoothstep(outerRadius, innerRadius, d1) * color1;
drawing += smoothstep(outerRadius, innerRadius, d2) * color2;
drawing += smoothstep(outerRadius, innerRadius, d3) * color3;

// draw ring/disc
float rr = length(v);
drawing += vec4(1.)
* smoothstep(1.1, 1., rr)
* smoothstep(0.9, 0.5+0.5*sin(0.1*time), rr);

// apply feedback transforms to backbuffer

// define transform structs
float r = time*.27;
Transform t1 = Transform(
whiten(vec4(aa, bb, cc, 1.0), 0.7), 
vec2(-.7, 0.),
1.5, 
-r*3.);
Transform t2 = Transform(
whiten(vec4(cc, bb, aa, 1.0), 0.7),
vec2(0.7, 0.),
1.5,
r*2.);

// composite feedback with drawing
vec4 fc = max(  getBackbufferTransform(t1, v),
getBackbufferTransform(t2, v));
gl_FragColor = (1.-drawing[3])*fc -vec4(.01) + drawing[3]*drawing;
gl_FragColor.a = alpha_back;
}

// Cyrille Henry 2007

void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

}
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Re: [PD] LED on the Cheap

2013-10-03 Thread Charles Goyard
Hi,

Alvin Google wrote:
 I am writing a proposal to use Pure-Data to control LED panels that
 would light part of a rock quarry. The panels should both illuminate
 and show pixelated imagery (the resolution dependent on the quality
 of LEDs). I would looking for the cheapest and easiest solution. It
 has to be visible at some distance so the panel size would have to
 be at least 2 x 3 meters. This sort of application is completed new
 to me and any and all advise would be super helpful..

It depends heavily on whether your want still images or animation.

If you want animation, the difficulty grows with the fps rate.

Ie if you want 1 fixed picture per 10 seconds, you can hack something
out of an arduino + i2c adressable led strips (check on hackaday.com for
hardware sources ; have a look at the peggy 2.0 board).

If you want video, ask Chinese factories that make video displays with
LED curtains. Then you can hook up a VGA signal into your LED display.
It's rather hard to DIY and certaintly not a beginner project.

Hope this helps,

-- 
Charlot

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Re: [PD] Legal restrictions for apps

2013-10-03 Thread Pagano, Patrick
How does rjdj do it? The apps are free but somebody laid out for something 
methinks

Patrick Pagano B.S,M.F.A
Asst. in Digital Art and Science
Digital Worlds Institute
University of Florida
(352) 294-2020


On Oct 3, 2013, at 4:34 AM, Dan Wilcox 
danomat...@gmail.commailto:danomat...@gmail.com wrote:

The sources are in libpd yes, but I remove them from my project. If the license 
change was done with the authors consent, it wasn't done properly because, as I 
said before, the headers in vexpr.c, vexpr_fun.c, and vexpr_if.c are GPL and it 
prints a GPL load message. The LGPL license is in the LICENSE.txt file:

https://github.com/libpd/libpd/tree/master/pure-data/extra/expr~

I could just go in and change them, but I don't know the authors nor have their 
consent, so I figure this should be done at the source.

On Oct 3, 2013, at 3:52 PM, 
pd-list-requ...@iem.atmailto:pd-list-requ...@iem.at wrote:

From: Simon Wise simonzw...@gmail.commailto:simonzw...@gmail.com
Subject: Re: [PD] Legal restrictions for apps
Date: October 3, 2013 3:34:00 PM GMT+08:00
To: pd-list Pd-list@iem.atmailto:Pd-list@iem.at

But is expr part of libpd??

Simon


Dan Wilcox
@danomatika
danomatika.comhttp://danomatika.com
robotcowboy.comhttp://robotcowboy.com





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Re: [PD] LED on the Cheap

2013-10-03 Thread Charles Z Henry
On the topic of arduino controllers--I recently listened to a presentation
at the Kansas City Open Hardware Group meeting about Motate.  It's an
arduino library (and someday a board).
https://github.com/giseburt/Motate

The author was motivated to write the library for motor control, but it's
still applicable to bit-banging in general.  He said that his code could
reduce the number of clock cycles it takes to toggle an I/O (paraphrased).
I haven't dived in too deep, or figured out a test for it--but I thought
I'd bring it up, regarding the difficulty with higher fps rates.

Chuck



On Thu, Oct 3, 2013 at 5:54 AM, Charles Goyard c...@fsck.fr wrote:

 Hi,

 Alvin Google wrote:
  I am writing a proposal to use Pure-Data to control LED panels that
  would light part of a rock quarry. The panels should both illuminate
  and show pixelated imagery (the resolution dependent on the quality
  of LEDs). I would looking for the cheapest and easiest solution. It
  has to be visible at some distance so the panel size would have to
  be at least 2 x 3 meters. This sort of application is completed new
  to me and any and all advise would be super helpful..

 It depends heavily on whether your want still images or animation.

 If you want animation, the difficulty grows with the fps rate.

 Ie if you want 1 fixed picture per 10 seconds, you can hack something
 out of an arduino + i2c adressable led strips (check on hackaday.com for
 hardware sources ; have a look at the peggy 2.0 board).

 If you want video, ask Chinese factories that make video displays with
 LED curtains. Then you can hook up a VGA signal into your LED display.
 It's rather hard to DIY and certaintly not a beginner project.

 Hope this helps,

 --
 Charlot

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Re: [PD] Legal restrictions for apps

2013-10-03 Thread Tony Hillerson
Ok, great. That's helpful everyone, thank you.

-- 
Tony Hillerson


On Wednesday, October 2, 2013 at 18:35 PM, Dan Wilcox wrote:

 My approach with PdParty so far is:
 
 - GPL source code is incompatible with the Apple App Store due to the static 
 linking requirement which means you cannot distribute GPL libs as dynamic 
 libs which can be updated or replaced by the user
 
 - GPL patches are fine, they are text files which are not compiled into your 
 app binary so can be freely replaced, I expose all of the GPL patches I use 
 to the user so they can modify or update them to satisfy the distribution 
 requirement of the GPL
 
 - I leave out [expr]  [expr~] for now. The license in the expr src folder is 
 LGPL, but the license in the source headers is GPL and the following is 
 printed to console when first loading the external: expr, expr~, fexpr~ 
 version 0.4 under GNU General Public License . I will leave it out until 
 those parts of the code are explicitly changed. If this has already happened, 
 then we need to merge in those changes to libpd. So far, as Miller suggests, 
 I've been replacing [expr] with regular math objects.
 
 On Oct 3, 2013, at 4:12 AM, pd-list-requ...@iem.at 
 (mailto:pd-list-requ...@iem.at) wrote:
  From: Tony Hillerson tony.hiller...@gmail.com 
  (mailto:tony.hiller...@gmail.com)
  Subject: Re: [PD] Legal restrictions for apps
  Date: October 3, 2013 3:17:37 AM GMT+08:00
  To: Miller Puckette m...@ucsd.edu (mailto:m...@ucsd.edu)
  Cc: pd-list@iem.at (mailto:pd-list@iem.at)
  
  
  I agree that it seems like there's there's no prohibition on distributing 
  LPGL objects, but it seems like unless I fork libpd and remove that extern 
  I'm required to make my object code available as well. Is that other's 
  understanding also?
  
  -- 
  Tony Hillerson
  
  
  On Wednesday, October 2, 2013 at 13:04 PM, Miller Puckette wrote:
  
   Hi Tony -
   
   I'm not sure, but I always thought you can distribute LGPL objects within
   commercial (closed-source) software. If I'm wrong about that, the next
   step would be to re-rwite the patch without using expr~ and not include
   expr~ in the product. (I keep it as an extern to make that easy to do.)
   
   cheers
   Miller
   
   On Wed, Oct 02, 2013 at 11:32:21AM -0600, Tony Hillerson wrote:
Hey guys,

I'm wondering about the restrictions for using Pure Data patches in 
Android and iOS apps with libpd. I have a rudimentary understanding 
that if I distribute software that's released under the GPL or LGPL I 
need to make available my source or at least the object files of my app.

As I understand it, from the vanilla distribution contains [expr~], 
which is LGPL. If I use libpd, I'm distributing it, and I need to make 
the source or the object files of my apps available. Is that correct? 
Are there any paid apps that use pd and distribute through Google Play 
or Appstore?

--
Tony Hillerson

   
   
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 Dan Wilcox
 @danomatika
 danomatika.com (http://danomatika.com)
 robotcowboy.com (http://robotcowboy.com)
 
 
 
 
 

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Re: [PD] LED on the Cheap

2013-10-03 Thread Alex
I helped build this wall: http://blog.x37v.info/2012/10/10/led-wall
Controlled with video.  It was not cheap but relative to commercial
solutions, not bad at all.  For a smaller section like you're talking, it
wouldn't be too bad.  It is quite bright.

My partner posted some of the build details here:
http://dorkbotpdx.org/blog/armatronix/led_video_wall

These LED strips are much nicer to deal with than trying to build up your
own panels with individual LEDs.  There are some other LED strips out there
too, some that are probably even less dense and likely less expensive if
you don't need the resolution.

-Alex


On Thu, Oct 3, 2013 at 1:58 AM, Alvin Google alvin.os...@gmail.com wrote:

 I am writing a proposal to use Pure-Data to control LED panels that would
 light part of a rock quarry. The panels should both illuminate and show
 pixelated imagery (the resolution dependent on the quality of LEDs). I
 would looking for the cheapest and easiest solution. It has to be visible
 at some distance so the panel size would have to be at least 2 x 3 meters.
 This sort of application is completed new to me and any and all advise
 would be super helpful..

 Thanks

 A

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

2013-10-03 Thread Py Fave
Patrice,
add [alpha 1 ]
to the  last chain to use alpha in your / jack's patch
then you can use color on background

Thanks Jack and Cyrille, my patch is better now

Bonne soirée to a french thread

i have one more question is it better nettiquette to
reply only on the list or list + individual mail ?

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Re: [PD] [biquad~] as cyclone's [allpass~]?

2013-10-03 Thread Alexandre Torres Porres
i hope i guess i figured it out on how to implement it with delay lines.
see attachment. And I realize you can't do this with [fexpr~] or [biquad~]
because the sample delay length is kinda big for that, right?

cheers


2013/10/3 Alexandre Torres Porres por...@gmail.com

 cool, but do you know how to implement cyclone's [allpass~] with it?

 It's really unclear to me what is the relation of this pass filter with
 the one you can generate with biquad coefficients, or with raw poles/zeros
 objects for that matter.

 Well, one way or another, it's also unclear to me how to do it with delay
 lines.

 seems that it is related to a comb filter, right?

 cheers


 2013/10/2 Chris Clepper cgclep...@gmail.com

 Allpass for reverb is easy to do with delwrite~ and vd~.  I used 32 of
 them today to recreate a famous 'deep space' reverb.


 On Wed, Oct 2, 2013 at 1:53 AM, Alexandre Torres Porres por...@gmail.com
  wrote:

 hi there, i see the biquad's coefficients can be set as an allpass
 filter, generated by frequency and Q parameters. But can it do the same
 as cyclone's [allpass~] filer? If yes, them how since the parameters for
 [allpass~] are different (delaytime and such).

 One way or another, I guess that my real question is: how to implement
 [allpass~] from vanilla objects?

 thanks

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allpass.pd
Description: Binary data
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Re: [PD] Legal restrictions for apps

2013-10-03 Thread Dan Wilcox
If your using libpd, you can simple remove the pure-data/extra/expr~ folder and 
com[ile it without expr.

On Oct 3, 2013, at 10:58 PM, Tony Hillerson tony.hiller...@gmail.com wrote:

 Ok, great. That's helpful everyone, thank you.
 
 -- 
 Tony Hillerson
 
 On Wednesday, October 2, 2013 at 18:35 PM, Dan Wilcox wrote:
 
 My approach with PdParty so far is:
 
 - GPL source code is incompatible with the Apple App Store due to the static 
 linking requirement which means you cannot distribute GPL libs as dynamic 
 libs which can be updated or replaced by the user
 
 - GPL patches are fine, they are text files which are not compiled into your 
 app binary so can be freely replaced, I expose all of the GPL patches I use 
 to the user so they can modify or update them to satisfy the distribution 
 requirement of the GPL
 
 - I leave out [expr]  [expr~] for now. The license in the expr src folder 
 is LGPL, but the license in the source headers is GPL and the following is 
 printed to console when first loading the external: expr, expr~, fexpr~ 
 version 0.4 under GNU General Public License . I will leave it out until 
 those parts of the code are explicitly changed. If this has already 
 happened, then we need to merge in those changes to libpd. So far, as Miller 
 suggests, I've been replacing [expr] with regular math objects.


Dan Wilcox
@danomatika
danomatika.com
robotcowboy.com





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