Re: [PD] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library

2013-11-05 Thread Pierre Guillot
Hi,

The Linux version is scheduled but I can't say when (I need a Linux machine
and time to do this).  I'm not a Linux expert (really not) so If you have
any advices for Linux version, it will be very helpful.

Cheers


2013/11/4 Laurent Willkomm willk...@pt.lu

 Am 2013-11-04 09:44, schrieb Pierre Guillot:

  Hi,

 The CICM is pleased to share the first release of HoaLibrary for Pure
 Data.

 HoaLibrary is a collection of C++ classes, FAUST functions and objects
 for Pure Data, Max and VST destined to high order Ambisonics sound
 reproduction.

 HoaLibrary allows musicians and composers to synthesize, transform and
 render sound fields in a creative and artistic way. This library
 facilitates the understanding and the appropriation of key concepts of
 Ambisonics. Thanks to original graphical interfaces a lot of new signal
 processings are allowed like diffuse sound field synthesis, perspective
 distortion or spatial filtering.

 HoaLibrary is free, open-source and made available by CICM, the centre
 of research on musical composition and computer science of the Paris 8
 University.

 Objects:


 Hi,
 will there be a Linux puredata version?

 L. Willkomm
 Luxembourg

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

2013-11-05 Thread Marco Donnarumma
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

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] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library

2013-11-05 Thread Jaime E Oliver
Doesn't Faust just do that for you? I thought you could simply export externals 
from the Faust code in Linux, but I could be remembering wrong.

best,

J


On Nov 5, 2013, at 3:35 AM, Pierre Guillot guillotpier...@gmail.com wrote:

 Hi,
 
 The Linux version is scheduled but I can't say when (I need a Linux machine 
 and time to do this).  I'm not a Linux expert (really not) so If you have any 
 advices for Linux version, it will be very helpful.
 
 Cheers
 
 
 2013/11/4 Laurent Willkomm willk...@pt.lu
 Am 2013-11-04 09:44, schrieb Pierre Guillot:
 
 Hi,
 
 The CICM is pleased to share the first release of HoaLibrary for Pure Data.
 
 HoaLibrary is a collection of C++ classes, FAUST functions and objects
 for Pure Data, Max and VST destined to high order Ambisonics sound
 reproduction.
 
 HoaLibrary allows musicians and composers to synthesize, transform and
 render sound fields in a creative and artistic way. This library
 facilitates the understanding and the appropriation of key concepts of
 Ambisonics. Thanks to original graphical interfaces a lot of new signal
 processings are allowed like diffuse sound field synthesis, perspective
 distortion or spatial filtering.
 
 HoaLibrary is free, open-source and made available by CICM, the centre
 of research on musical composition and computer science of the Paris 8
 University.
 
 Objects:
 
 Hi,
 will there be a Linux puredata version?
 
 L. Willkomm
 Luxembourg
 
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Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
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 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


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[PD] [announce] Pure Data Patching Circle Brussels @ Variable #13

2013-11-05 Thread olm-e
Here is the announce for the next session of the
Pure Data Patching Circle
in Brussels,
welcome (please register)
sorry for crossposting


hello,
voici l'annonce pour la prochaine session du
Cercle de Patching Pure Data
à Bruxelles,
bienvenue (veuillez réserver svp)
veuillez excuser pour la redite s'il en est


bien cordialement,

Olivier Meunier

http://patchingcircles.be
http://f-lat.org
http://ogeem.be


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

*
*

*Pure Data Patching Circle Brussels @ Variable #13*



*EN*

The Pure Data patching circles are free open workshops organised monthly
to gather, share learn and enjoy around the Pure Data
http://puredata.info software in a creative way.
Aimed at artists and coders as well as a large public during specific
events (performances and presentations), the patching circles in
Brussels are actually hosted by Constantvzw.org in the space
 Variable http://variable.constantvzw.org/define/index.php/Main_Page,
a house dedicated to new media art techniques and questions in relation
 to Free Libre Open Source software, hardware and culture. It is open to
confirmed as well as debuting users, in a spirit of knowledge sharing
and collaboration. The activities are pretext to meeting between the
personal evolution of the participants.






*23 November 2013 *

*Extended View Toolkit*

This day will host a workshop to explore the Extended View Toolkit, a
set of abstractions designed to do video mapping and multi-view
projections.
The workshop will be driven by Etienne Landon, from Lille, that has used
it intensively in his last intervention with 1minute69 : Digital Stories
(http://vimeo.com/77240465)

the workshop is this time held at another place, in a historical factory
hangar temporally used as artist workplace.
We'll have space and projectors to play with.
And it will last longer, to accommodate with the fall of the night
(around 16h30) ...

*workshop : 13h- ...*

please register for more information and directions for the place

pdcirc...@ogeem.be


to get updates and participate in the group discussion, you can join the
mailing list here
https://listes.domainepublic.net/cgi-bin/mailman/listinfo/patchingcirclebxl



*FR*

Les Cercles de Développement Pure Data sont des atelier organisés
mensuellement pour se rassembler, partager, apprendre et s'amuser de
manière créative avec le logiciel Pure Data http://puredata.info.
Avant tout destiné aux artistes et codeurs (professionnels ou non, seule
 la volonté de participation et d'apprentissage personnel sont requis),
mais aussi au public plus large notamment durant des sessions de
présentation et performances, les Cercles à Bruxelles sont hébergés
cette saison par Constantvzw.org http://constantvzw.org dans leur
espace actuel Variable
http://variable.constantvzw.org/define/index.php/Main_Page,
 une maison dédiée au arts nouveaux média, à leur technique et
questionnement en relation avec le logiciel, matériel et la culture
Libre Open Source.
Les cercles destinés aux utilisateurs expérimentés comme aux débutants,
dans un esprit de partage des connaissances et de collaboration.
Les activités proposées sont des prétextes à rencontre entre l'évolution
personnelle des participants.


*23 Novembre 2013 *

*Extended View Toolkit*

Nous aborderons ce jour une exploration de Extended View Toolkit, un
set d'abstractions pour le video-mapping et projections multi-vues.
Cet atelier sera entrainé par Etienne Landon, qui l'a utilisé
intensément dans sa dernière intervention avec 1minute69 : Digital
Stories (http://vimeo.com/77240465)

L'atelier se tiendra cette fois dans un autre lieu, un hangar d'une
ancienne usine historique actuellement temporairement utilisée comme
ateliers d'artistes.
Nous aurons de l'espace et des projecteurs ...
et nous resterons plus tard pour s'accommoder de la tombée de la nuit
(vers 16h30) ...

*workshop : 13h- ...*

veuiller vous enregistrer svp, pour plus d'infos et directions vers le
lieu de l'atelier

pdcirc...@ogeem.be


Pour avoir des infos et discussions sur le sujet avec le groupe de
participants, rendez vous sur la mailing liste
https://listes.domainepublic.net/cgi-bin/mailman/listinfo/patchingcirclebxl




*direction* : Constant Variable Rue Gallait / Gallaitstraat 80 1030
Schaerbeek / Schaarbeek
public Transport:
Tram 25, 55, 94: Liedts

-- This project is supported by the Ministery of Culture of the
Wallonia-Brussels Federation, Digital Arts --
-- Ce projet est supporté par le Ministère de la Culture de la
Fédération Wallonie-Bruxelles, Arts Numériques--

thanks to Constantvzw.org







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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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03_chaos2D.pd
Description: application/puredata
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Re: [PD] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library

2013-11-05 Thread Pierre Guillot
Faust is very efficient but there are particularities. We can't have a
dynamic ambisonic order that means for each processing we have to create as
many externals as we want orders. There's no restriction for order with
Hoa, so it's a first problem. On another hand, GUIs are  very important and
we can't make them with Faust. And we don't have the whole library in
Faust. Faust is highly optimized and multi-plateform so it's useful for
specific uses but it's not the best choice for what we want to offer with
this Pd version. I'm going to find a solution and someone offers his help
on codelab PD forum so perhaps Linux version will come soon.

Cheers

Pierre

2013/11/5 Jaime E Oliver jaime.oliv...@gmail.com

 Doesn't Faust just do that for you? I thought you could simply export
 externals from the Faust code in Linux, but I could be remembering wrong.

 best,

 J


 On Nov 5, 2013, at 3:35 AM, Pierre Guillot guillotpier...@gmail.com
 wrote:

 Hi,

 The Linux version is scheduled but I can't say when (I need a Linux
 machine and time to do this).  I'm not a Linux expert (really not) so If
 you have any advices for Linux version, it will be very helpful.

 Cheers


 2013/11/4 Laurent Willkomm willk...@pt.lu

 Am 2013-11-04 09:44, schrieb Pierre Guillot:

  Hi,

 The CICM is pleased to share the first release of HoaLibrary for Pure
 Data.

 HoaLibrary is a collection of C++ classes, FAUST functions and objects
 for Pure Data, Max and VST destined to high order Ambisonics sound
 reproduction.

 HoaLibrary allows musicians and composers to synthesize, transform and
 render sound fields in a creative and artistic way. This library
 facilitates the understanding and the appropriation of key concepts of
 Ambisonics. Thanks to original graphical interfaces a lot of new signal
 processings are allowed like diffuse sound field synthesis, perspective
 distortion or spatial filtering.

 HoaLibrary is free, open-source and made available by CICM, the centre
 of research on musical composition and computer science of the Paris 8
 University.

 Objects:


 Hi,
 will there be a Linux puredata version?

 L. Willkomm
 Luxembourg

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

2013-11-05 Thread Marco Donnarumma
thanks c!

way simpler than I thought :)

--
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 3:34 PM, Cyrille Henry c...@chnry.net wrote:

 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] Help with OSX App minefield

2013-11-05 Thread Ivica Ico Bukvic
 But the Pd dev community has always been not so good at coordinated
efforts.
 There is a history of lots of effort going into semi-compatible dev forks
which
 mostly die out after a run (pd-devel, desiredata, vibrez, etc. etc.)
Perhaps Pd-
 extended or pd-l2ork will be the next one to die out...
 
 .hc

Hans,

Your heart is in the right place but we also need to practice what we
preach. I think the FOSS community's greatest weakness is also its greatest
strength--if things die away and even get duplicated, they have done so for
a specific reason. I find the existence of pd-l2ork essential in what I do
as I am sure you and many others find pd-extended and/or pd-vanilla. Just
like Miller, you, I, and many other core contributors to the Pd ecosystem, I
am flattered that others may find my flavor useful but I have no intentions
of trying to make anyone a convert. In other words, having options is a good
thing and we all ultimately choose to use whatever best addresses our needs,
even if that means introducing a level of redundancy. Our projects have also
inspired each other on various occasions and I see this as a good thing--at
the very least I see this as a great source for motivation.

I have no intentions of dropping pd-l2ork anytime soon because it has proven
particularly useful in my own work. And even if one day I do stop developing
it, I have no expectations about its future. Ideally, someone else will pick
up the code and run with it. And if no one does I guess that will be the
testament to how bad this branch was and maybe it will be a good thing that
it will wither and die away. OTOH, it may persist and transform into
something none of us could ever even imagine, and that is fine as well.
Ultimately, pd-l2ork serves my purpose (just like I anticipate pd-extended
serves yours) and is IMO different enough in its agenda/focus to warrant its
existence--and as long as that continues to be the case I am fairly
confident that we'll all continue plugging away at that next iteration of
our preferred platform.

Best wishes,

Ico


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[PD] using rpi_osc_video_player

2013-11-05 Thread Simon Wise
I've finally got back to working with video on the RPi, and Antoine's player is 
very useful. I am hoping to add alpha, layers and still images to it, and the 
ability to seek to the start of the video (at least).


The current code is working, playing back the sample test.h264 file nicely but 
seems only to recognise the .h264 container ... do you know how to convert .mov 
files (that play well in omxplayer) to that file format?


Also I am getting an error when I stop a thread ...

 OMX_FillThisBuffer(ilclient_get_handle(video_render), eglBuffer)

at line 68 of video.c is failing.

Simon

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[PD] using rpi_osc_video_player

2013-11-05 Thread Simon Wise
I've finally got back to working with video on the RPi, and Antoine's player is 
very useful. I am hoping to add alpha, layers and still images to it, and the 
ability to seek to the start of the video (at least).


The current code is working, playing back the sample test.h264 file nicely but 
seems only to recognise the .h264 container ... do you know how to convert .mov 
files (that play well in omxplayer) to that file format?


Also I am getting an error when I stop a thread ...

 OMX_FillThisBuffer(ilclient_get_handle(video_render), eglBuffer)

at line 68 of video.c is failing.

Simon

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