Re: [PD] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] [announce] Pure Data Patching Circle Brussels @ Variable #13
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
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 _ Pd-list@iem.at mailto:Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/__listinfo/pd-list http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list 03_chaos2D.pd Description: application/puredata ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [PD-announce] HoaLibrary for PD - High Order Ambisonics Library
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin
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 _ Pd-list@iem.at mailto:Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/__listinfo/pd-list http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Help with OSX App minefield
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] using rpi_osc_video_player
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] using rpi_osc_video_player
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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list