Re: [PD] HD video in GEM on Linux?
BlackMagic has an SDK for their Decklink line of cards that works under Linux. From GEM, you would need to capture the screen, or the pix_texture in question and create an appropriately sized buffer and send that to the card. They have plenty of example applications that do ingest, output, time code, etc, as well as some OpenGL 'screen scraping' to an output buffer app. Should not be a problem to stay on Linux. On Oct 26, 2011, at 12:54 PM, Hans-Christoph Steiner wrote: Gem has handled HD resolution video on Mac OS X since 2004 at least. I remember seeing two HD videos textured to a cube back then. About outputting via the Blackmagic card, that's a separate question that I don't know about. .hc On Oct 26, 2011, at 12:40 PM, Iain Mott wrote: Hi list, What is current status of HD video in GEM on Linux? From what I've read in relation to the BlackMagic Intensity cards, it seems there's no working solution. Is this correct? I've been developing patches in Pd/GEM to mix a webcam video input with SD mpeg files on disk and synchronise video playback with audio. Works OK on my Linux laptop - but I need to upgrade the system to HD (both the live video input and the compressed files on disk) and run it on a more powerful machine. Can this be done in Linux? Do i need to shift to Mac OS X or PC? I'd prefer to stick with linux, but... Advice please! Cheers, Iain Mott -- Iain Mott www.reverberant.com ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list Mistrust authority - promote decentralization. - the hacker ethic ___ 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 with syphon WORKS!
I put a compiled, working version with a help file up on drop box: Try this? http://dl.dropbox.com/u/42612525/pd-syphonserver.zip On Oct 25, 2011, at 9:13 PM, sonia yuditskaya wrote: That little 1 argument, in there was just me trying to see what's up. Doesn't work all clean like this either [syphonserver] Amazing that its working for some tho! rawk Sofy Yuditskaya ] yuditskaya.com [ On Tue, Oct 25, 2011 at 9:07 PM, sonia yuditskaya marysgh...@gmail.com wrote: its not working for me http://sofyyuditskaya.com/tests/4pd/Screen%20shot%202011-10-25%20at%209.00.29%20PM.png I'm on macosx 10.6.8 and compiled the thing without any issues. Sofy Yuditskaya ] yuditskaya.com [ ___ 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 with syphon WORKS!
Yes. This is on the TODO list. On Oct 15, 2011, at 7:38 AM, n...@petervenus.de wrote: Hello now, the only thing i would need would be a syphon client for pd, that we could get other applications output into pd someone already working on this? best, peter -Ursprüngliche Nachricht- Von: vade dokt...@mac.com Gesendet: 14.10.2011 19:01:30 An: Betreff: Re: [PD] pd with syphon WORKS! Unfortunately, those solutions read back to main memory, which is slow, and adds a lot of latency and processor overhead. Syphon works directly on the GPU, sharing the OpenGL resources directly, app to app, no readback or round tripping. This allows sharing to any resolution your GPU supports (assuming you have the fill rate and VRam). I've personally been able to do 2K ARGB frames at around 30fps, from one app to another. This will depend greatly on your GPU and system load however. On Oct 14, 2011, at 10:40 AM, Max wrote: Am 14.10.2011 um 11:35 schrieb Py Fave: hi list 1. what would be the equivalent in linux let's say ubuntu ? it's a frame server implementation? any way to redirect gem output ? gstreamer http://puredata.info/community/projects/convention09/zmolnig.pdf/view already works since 2009 afaik. m. ___ 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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd with syphon WORKS!
Unfortunately, those solutions read back to main memory, which is slow, and adds a lot of latency and processor overhead. Syphon works directly on the GPU, sharing the OpenGL resources directly, app to app, no readback or round tripping. This allows sharing to any resolution your GPU supports (assuming you have the fill rate and VRam). I've personally been able to do 2K ARGB frames at around 30fps, from one app to another. This will depend greatly on your GPU and system load however. On Oct 14, 2011, at 10:40 AM, Max wrote: Am 14.10.2011 um 11:35 schrieb Py Fave: hi list 1. what would be the equivalent in linux let's say ubuntu ? it's a frame server implementation? any way to redirect gem output ? gstreamer http://puredata.info/community/projects/convention09/zmolnig.pdf/view already works since 2009 afaik. m. ___ 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 with syphon
Hi IOhannes Fortunately, Syphon does not leverage QTKit (Quicktime = rather evil, and QTKit is a strange beast), it leverages IOSurface (and, IOSurface + IOHannes makes a rather nice pair, no?) I have taken a look at the GEM sources last night (from https://pd-gem.svn.sourceforge.net/svnroot/pd-gem ) and have begun some very rudimentary work on a syphon.pd_darwin object. Is there a mailing list or resource I could leverage to ask specific GEM / XCode development questions, or is this list appropriate? I have some GEM internals (the state manager, inlet types and how active texture unit / binding works in an object, what GEM base class seems most appropriate, etc) questions, as well as more basic PD external questions. I suspect it would take a more seasoned GEM developer only a few minutes to implement a syphon object for GEM, as it really is only a few lines of code. http://syphon.v002.info/FrameworkDocumentation/ Basically, a SyphonServer object is alloc/initted with a name and a context You then publish a texture via its glUint texture ID, and specify a region of interest, as well as texture target. Thats it, Syphon handles all IPC, notification and My reasoning for having someone close to GEM and who does active development be responsible for the syphon / GEM implementation, only to help fix subtle bugs that may arise, and have someone who is active in the community do it. Its also a load off our (Tom and I) shoulders, as we have been doing almost all of the various plugins ourselves (Unity, Jitter, OpenFrameworks, FFGL, Quartz Composer, and much of the Java/JNI stuff). That said, im happy to get some basics working and have the community step up :) Thanks. On Oct 10, 2011, at 2:29 AM, IOhannes m zmölnig wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 10/08/2011 07:06 PM, vade wrote: Syphon works as 32 and 64 bit, I have no idea where/why anyone got any other idea. ah good to know. sorry for spreading false myths, but i was sure that at one time i read something about using a technology Gem was not using (probably QTKit) and i mistook that from meaning 64bit only. i did not check back on the homepage before making my claims. well, this means that time is the only obstacle for getting syphon support into Gem...cool! fgmadr IOhannes -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6SkL8ACgkQkX2Xpv6ydvQgrwCdGfvJq6iPhG4ZlzW/79ZRnTRs umYAn1yqS7cOJHHJacBiMXBOpOjGD93B =+TCC -END PGP SIGNATURE- ___ 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 with syphon
http://i.imgur.com/8Fxut.png http://code.google.com/p/syphon-implementations/source/detail?r=125 Currently, I am not reading in a pix_texture or the active GEM texture to publish, I am simply reading the screen, but its a useful feature to capture the entire scene as rendered so far (you can control what it captures by adjusting the gemhead layer ordering). Nor have I made a 'client' version that outputs a received texture from another app, but now that Hans Christoph helped me sort my XCode issues, I suspect with some help we can have a fully working Syphon implementation for GEM quickly enough. Enjoy. On Oct 10, 2011, at 1:06 PM, Pagano, Patrick wrote: This is awesome. From: vade dokt...@mac.com Date: Mon, 10 Oct 2011 11:46:00 -0400 Cc: pd-list@iem.at Subject: Re: [PD] pd with syphon Hi IOhannes Fortunately, Syphon does not leverage QTKit (Quicktime = rather evil, and QTKit is a strange beast), it leverages IOSurface (and, IOSurface + IOHannes makes a rather nice pair, no?) I have taken a look at the GEM sources last night (from https://pd-gem.svn.sourceforge.net/svnroot/pd-gem ) and have begun some very rudimentary work on a syphon.pd_darwin object. Is there a mailing list or resource I could leverage to ask specific GEM / XCode development questions, or is this list appropriate? I have some GEM internals (the state manager, inlet types and how active texture unit / binding works in an object, what GEM base class seems most appropriate, etc) questions, as well as more basic PD external questions. I suspect it would take a more seasoned GEM developer only a few minutes to implement a syphon object for GEM, as it really is only a few lines of code. http://syphon.v002.info/FrameworkDocumentation/ Basically, a SyphonServer object is alloc/initted with a name and a context You then publish a texture via its glUint texture ID, and specify a region of interest, as well as texture target. Thats it, Syphon handles all IPC, notification and My reasoning for having someone close to GEM and who does active development be responsible for the syphon / GEM implementation, only to help fix subtle bugs that may arise, and have someone who is active in the community do it. Its also a load off our (Tom and I) shoulders, as we have been doing almost all of the various plugins ourselves (Unity, Jitter, OpenFrameworks, FFGL, Quartz Composer, and much of the Java/JNI stuff). That said, im happy to get some basics working and have the community step up :) Thanks. On Oct 10, 2011, at 2:29 AM, IOhannes m zmölnig wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 10/08/2011 07:06 PM, vade wrote: Syphon works as 32 and 64 bit, I have no idea where/why anyone got any other idea. ah good to know. sorry for spreading false myths, but i was sure that at one time i read something about using a technology Gem was not using (probably QTKit) and i mistook that from meaning 64bit only. i did not check back on the homepage before making my claims. well, this means that time is the only obstacle for getting syphon support into Gem...cool! fgmadr IOhannes -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6SkL8ACgkQkX2Xpv6ydvQgrwCdGfvJq6iPhG4ZlzW/79ZRnTRs umYAn1yqS7cOJHHJacBiMXBOpOjGD93B =+TCC -END PGP SIGNATURE- ___ 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 ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd with syphon
http://i.imgur.com/8Fxut.png http://code.google.com/p/syphon-implementations/source/detail?r=125 Currently, I am not reading in a pix_texture or the active GEM texture to publish, I am simply reading the screen, but its a useful feature to capture the entire scene as rendered so far (you can control what it captures by adjusting the gemhead layer ordering). Nor have I made a 'client' version that outputs a received texture from another app, but now that Hans Christoph helped me sort my XCode issues, I suspect with some help we can have a fully working Syphon implementation for GEM quickly enough. ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] pd with syphon
I had looked into making a GEM object for Syphon. It looks pretty straightforward actually, i've just not had the time to do it. Basically, you would have an object that spat out a pix_texture that was a syphon client, and server that would take in a pix_texture and publish it. GEM looks like it has pretty standard wrappers for textures, so I dont think it would be a huge issue. Syphon works as 32 and 64 bit, I have no idea where/why anyone got any other idea. It is distributed as a fat binary framework, a quick check of file would tell you that, as well as the supported and integrated hosts (VDMX, Mad Mapper, etc, are 32 bit - in fact, im not sure anything other than Quartz Composer supports 64 bit?) :) I am 100% interested in doing this, I just need to find the time, and some good starter/how to/guides on GEM object dev. On Oct 7, 2011, at 8:45 AM, Pagano, Patrick wrote: I looks like that Syphon provides both a SyphonClient SyphonServer.bundle, which is more in line with 1.5, not 1.0 freeframe I cannot create a [pix_freeframe SyphonClient] file if that is what you mean I would love to be able to pipe GEM to Isadora on OSX pp From: Bastiaan van den Berg b...@spacedout.nl Reply-To: b...@spacedout.nl Date: Fri, 7 Oct 2011 16:43:46 +0200 To: pd-list@iem.at pd-list@iem.at Subject: Re: [PD] pd with syphon On Fri, Oct 7, 2011 at 14:45, Pagano, Patrick p...@digitalworlds.ufl.edu wrote: Has anyone got pure data extended working with Syphon? Seems there is a freeframe plugin for syphon, pd supports freeframe, doesnt it? -- Regards, buZz ___ 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] GEM: abnormal performance difference PC/Mac?
PNG is a good candidate. On Apr 9, 2010, at 1:59 PM, Matteo Sisti Sette wrote: Pagano, Patrick escribió: Animation codec is notoriously unweidly Try them with photo jpeg codec That always seesm to work best for me on OSX But I need the alpha channel; jpeg doesn't support it, does it? Is there codec supporting alpha channel faster than Animation? thanks m. -- Matteo Sisti Sette matteosistise...@gmail.com http://www.matteosistisette.com ___ 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] Max Smoother Audio than Pd?
Not a DSP guy (video guy), but I've heard the same exact complaints of Max/MSP - that other commercial apps have a smoother sound generally, even with simple patches. Since Max used a version of PD at some point for the DSP stuff, I'd imagine they would be in general about the same, but what do I know. On Mar 25, 2010, at 2:49 PM, Matteo Sisti Sette wrote: colet.patr...@free.fr escribió: in despite a lot of efforts to have tools for making music with pd, there's no way to make something smooth enough to be commercial, unless cheating with some steinberg or direct x stuff, That doesn't seem strange to me: I guess all the sound processing involved in creating _fullu_ commercial-sounding stuff would be quite complicated to implement natively in Pd and probably too cpu-expensive - anybody correct me if I am wrong. But I wonder how this can be different in Max (note that I don't know Max at all (almost)) -- Matteo Sisti Sette matteosistise...@gmail.com http://www.matteosistisette.com ___ 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] GEM: writing an arbitrary blend function (glsl)?
You can do arbitrary blend modes in PD with GLSL as you suspect. take a look at http://001.vade.info/?page_id=20 which has shaders for video mixers (a through a+b to b blending, not just a+b) with most photoshop blend modes. You can use them verbatim with PD (Marius Schebella has some patches I think). Feel free to use them as you wish, or hack them apart :) On Dec 25, 2009, at 3:07 PM, Matteo Sisti Sette wrote: Matteo Sisti Sette escribió: Basically, in the mentioned example you compute a resulting gl_FracColor which is what is called the source color. Well well, I am far from sure this is correct, this is just my understanding, and I don't even know whether for example lighting information is applied before or after this stage, but in the simplified case of a flat rectangle with no lighting, that becomes irrelevant... -- Matteo Sisti Sette matteosistise...@gmail.com http://www.matteosistisette.com ___ 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] microbs/virus/fluids and such visuals
There is a nice 2D water simulation shader on the GLSL library at : http://code.google.com/p/glslang-library/source/browse/#svn/trunk/ trunk/glslang/shaders/simulation :) And there has been some lovely optical flow GPU work being done. I have GLSL shaders included with my Quartz Composer patch downloadable here: http://002.vade.info/ On Apr 21, 2009, at 12:58 PM, Claude Heiland-Allen wrote: Hey, ydego...@gmail.com wrote: ola, i don't know if someone here have suceeded in doing organic visuals, simulating microbes, viruses and fluids ? which way we should look? shaders, glsl? I'm working on a project (codenamed RDEX) somewhat related - it uses GLSL shaders to simulate Reaction-Diffusion chemistry (similar to cellular automata), analyses them in various ways to find interesting parameter points, with communication to a web server that provides search by similarity in various metrics. No Pd is involved at all, though... Some (very old) screenshots and videos here: http://claudiusmaximus.goto10.org/rdex/ (note that the videos have bright strobing colours, be careful if you are sensitive) Source code (probably not suitable for public consumption yet, but might give you ideas) here: svn co https://code.goto10.org/svn/maximus/2009/rdex-client/ svn co https://code.goto10.org/svn/maximus/2009/rdex-server/ if someone can point me to an example, would be greatly appreciated... danke, sevy Thanks, Claude -- http://claudiusmaximus.goto10.org ___ 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] why do i get artifacts in gem?
A shot in the dark, but those look like depth buffer accuracy issues. You should change your depth buffer near and far planes so they are closer to your objects bounding box and will give you higher accuracy, and hopefully remove those errors. No idea how to do that in Gem, but the Gem GL objects that give you raw API access should let you do that. On Apr 14, 2009, at 11:48 AM, punchik punchik wrote: Hello, in my gem patches when i have 2 or more geos that overlap i always get artifacts or glitches between them, why does these artifacts appear? is there any way of avoiding them? ive tried the same patch in 2 different computers and i get the same results, any idea? please check pics: http://www.hypermilk.net/artifacts/Imagen%201.png http://www.hypermilk.net/artifacts/Imagen%202.png thanks pun. ___ 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] [Fwd: Re: [PD-announce] Fwd: Invitation: PureData and Realtime Media, Wednesday, 2/18, 4-6pm]
I mean really, is that necessary? Maybe he can put in trailblazing instead, it would be more apropos. On Feb 18, 2009, at 10:41 PM, ydego...@gmail.com wrote: snarky ass shit here ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [PD-announce] Sat 17 Jan 2009: Share Amsterdam Launch
Congrats Nesa! On Dec 28, 2008, at 12:16 PM, nesa wrote: Hello, this might be a great opportunity to meet other PD-ers in Netherlands, to exchange patches and ideas. There will also be a mutual audio-visual jam session, and it would be awesome if you could join us: On the 17th of January, media artists and technicians will come together for the first SHARE event in Amsterdam. SHARE is an audiovisual jamsession, a place to display your unfinished projects and meet other geeks. We're hosted by a great little venue in the very center of the city, next to Dam square: thegetawaycafe.com. There will be * 1 PA * 4 beamers * 16 laptop spaces * 64 people (max) at a time * Free Wifi, 220V and Tapas. * Max/MSP/Jitter and other programming gurus * DIY instruments and controllers * No entrance fee We are extremely good at improvisation, so let us know if you have installations to display, a short talk to give or one-liner statements to make. We feature an automatic visual jukebox so be sure to bring your muddy pictures, shaky video's and screenshots of half-finished software. Location: http://tinyurl.com/7ow3yt The event will be streamed live on: shareamsterdam.com More info: shareamsterdam.com share.dj thegetawaycafe.com hope to see you there, nesa ___ Pd-announce mailing list pd-annou...@iem.at http://lists.puredata.info/listinfo/pd-announce ___ 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] distortion of gem visuals
Id say probably a shader as you thought. Depending on the type of distortion you want to correct it could be pretty simple :) On Dec 15, 2008, at 12:45 PM, punchik punchik wrote: hello list, i want to project some gem visuals to a concave surface, and i was wondering if there is a way to distort the gem window in a way that it can fix the distortion generated by the surface, for example if i distort the gem windows as fisheye and i project to the concave surface the image is gonna appear fine . Which do you think is the best way of doing this in puredata? is it possible to use pixel shaders to do this? or which ideas do you have for doing this? maybe theres a program designed or libraries for doing this? any idea would be appreciated many thanks pun. ___ 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/MAX grudge match in Toronto next Thursday
This sounds like all kinds of awesome. I second (third?) the call to document. BTW, us Max users dont just hate puppies. We eat them! And vote for McCain! WE ARE EVIL! I really hope people trash talk during the contest, Oh man, that would just be awesomely hysterical. On Jul 16, 2008, at 7:05 PM, Dafydd Hughes wrote: Hey folks Just in case there are Pd users hanging about in or around Toronto that I'm not in regular contact with who don't have anything to do next Thursday night. This is bound to be loads of fun. All the participants are really cool and funny people. - Anything you can do (in Max), I can do better (in PD) Date: Thursday, July 24, 8pm onwards Cost: Free! Yes, FREE. No need to register- come one, come all! With Celebrity Guest Host Misha Glouberman Competitors: Frank Tsonis vs. Dafydd Hughes and David McCallum Come take sides in this fight to the death between those open-source PD Commies and the right-wing, proprietary, puppy-hating MAX/MSPers. There has been a long and bloody rivalry between those who would make new media art with Pure Data, a free, open source graphical programming language, and proponents of MAX/MSP, Pd's slick, commercial half-brother. We intend to open these old wounds, pour salt, beer and whatever else we can find into them, push both programs and programmers to the brink of collapse and determine once and for all which is better. Join host Misha Glouberman as he leads our contestants through a series of increasingly difficult challenges with play-by-play commentary by Nicholas Stedman and game show music with Graham Collins. Watch as Frank Tsonis (team MAX) and David McCallum and Dafydd Hughes (team Pd) try to come up with the fastest, sexiest and most effective solutions, all the while fighting against each other, the clock, and the inevitable nerds who think they can do it better. If you have experience with either of these programs (or if you don't) and you think you can do better than our resident gurus, or even if you just want to play along, feel free to bring a laptop, work on the challenges, aid or abuse our contestants or just check your email. The popcorn's on us; it's free to watch, participate, heckle, throw fruit, and bet on who's gonna get an ass-beating. Information and downloads: Pure Data: http://puredata.info/ MAX: http://www.cycling74.com/products/max5 Interaccess Electronic Media Arts Centre: http://interaccess.org/ 9 Ossington Ave, Toronto ON Canada Facebook event is here: http://www.facebook.com/event.php?eid=19191668235 - cheers dafydd -- www.sideshowmedia.ca skype: chickeninthegrass ___ 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] Someone want to port this to GEM?
Hello I just released a plugin for Quartz Composer with source. It provides a bit of a hackish way to move textures from one 'VJ' (god I hate that term) app, to another. Basically, its glorified screen capture, but it stays on the GPU. You can use it to 'sample' a texture from anything on screen. http://002.vade.info/ Its *very* fast because it does no readback. On my system I am able to capture full res 1440x900 (my whole screen) at a solid 60fps. Perhaps a GEM dev could port it - I'd attempt it, but I imagine someone could quite easily do this.. It could be very useful to the communities to have a method to move video to and fro from GEM to other environments and back. (although, its hardly an ideal method). Ive used it to move Processing output, Jitter output, GEM output to Quartz Composer sans issue. You have my blessings to port it, share on, and Peace. ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] antialiasing for gemframebuf
Alternatively if your render supports multisampling you could do a GEM_glEnable(GL_MULTISAMPLE_ARB) or GL_MULTISAMPLE, assuming it is enabled for the contexts pixel format, but that would be a good solution.. youd have to use glDefine(GL_MULTISAMPLE_ARB) however :) On Apr 21, 2008, at 12:39 PM, B. Bogart wrote: Hey Marius, I think FSAA only happens on the final render... Perhaps there is some shader cmd to AA a pix_? maybe a hypothetical pix_antialias could be useful? (but slow on the CPU) seems problem for a shader to me. .b. marius schebella wrote: hi, is there a way to get an antialiased texture into gemframebuffer? marius. ___ 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] antialiasing for gemframebuf
Ah, am sorry, I did not see antialiased texture. I redact my statement. However if you are rendering geometry to a gem framebuffer (render to texture, you should be able to antialias BEFORE rendering to the FBO, which if things work correctly, should result in antialiased contents within the FBO, right? On Apr 21, 2008, at 2:50 PM, chris clepper wrote: Not for an FBO. Nvidia has an extension to do this, but I only recently got the hardware to test it (and that hardware is in use as you know). On Mon, Apr 21, 2008 at 1:02 PM, vade [EMAIL PROTECTED] wrote: Alternatively if your render supports multisampling you could do a GEM_glEnable(GL_MULTISAMPLE_ARB) or GL_MULTISAMPLE, assuming it is enabled for the contexts pixel format, but that would be a good solution.. youd have to use glDefine(GL_MULTISAMPLE_ARB) however :) On Apr 21, 2008, at 12:39 PM, B. Bogart wrote: Hey Marius, I think FSAA only happens on the final render... Perhaps there is some shader cmd to AA a pix_? maybe a hypothetical pix_antialias could be useful? (but slow on the CPU) seems problem for a shader to me. .b. marius schebella wrote: hi, is there a way to get an antialiased texture into gemframebuffer? marius. ___ 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 ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] antialiasing for gemframebuf
Ah, ye olde brute force supersampling :) On Apr 21, 2008, at 3:55 PM, cyrille henry wrote: hello, it's possible to render your geos in a 2048*1532 frambuffer, then use this as a texture. render this texture throw a shader that average 4 pixels in 1 in order to anti-alias this texture to a 1024x768 window. cyrille ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Mac OS X Intel autobuilds
What machine is it hans/marius? Perhaps we can set aside an intel box for um, us researchers and we can leave it on :) Since I am probably around more than Hans is I can check on it periodically. I believe PPC systems can compile intel builds, with 10.5, no (im not positive but I think you can target them??)? If so, we may have a spare machine for this at Poly we can put in the research area that no one will mess with... On Jan 20, 2008, at 10:20 PM, marius schebella wrote: jan 17 has one. the reason why the machine is down isvery trivial. the autobuild process was set up on a school machine which is in daily use by students and good students turn off the machine during night. Afaik the machines got totally reset for the beginning of the new semester (starting with jan22). don't know if it will be up again. hans? marius. bsoisoi wrote: Hello everyone, Is there a reason there hasn't been an autobuild for Mac OS X x86 since around 2007-12-07? Do we know when we can expect the Intel builds to resume? Thanks, ~Brandon ___ 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] Structured dataflow?
There is a great thread on Cycling 74s site concerning OO and dataflow styles, dos and donts. http://www.cycling74.com/forums/index.php?t=msgth=25272start=0rid=0S=6bc17f0fd0e897fcb6a32801e8ab41ed On Jan 11, 2008, at 9:37 PM, Andy Farnell wrote: I think Marius is right saying there's little formal advice on visual dataflow structuring. Someone did a styleguide with do's and dont's, but I cant find the linkanyone? You could apply most of JSD and general software engineering principles to visual dataflow though. Cohesion: Keep things together (spacially, per file/abstraction) that have related function. Coupling: Don't let too many unrelated things hang off the same value or method (or outlet in Pd) Factoring: Elmininate redundancies Abstraction: If you're doing for a third time it's probably time to abstract it. Reuse: see abstraction :) Flow: Don't overuse [send][receive], the wires are like the ordering of code lines and a Pd program is read downwards (and maybe right to left?) Comments: Use them, write your code so you can read it in two weeks time. On Fri, 11 Jan 2008 21:00:30 -0500 marius schebella [EMAIL PROTECTED] wrote: I am not sure, if there are any scholarly articles about structured programming style guidelines for visual programming languages. I've seen only rules-of-thumb. hey, there is not even a return command (to a main program?). only inlets and outlets. I am not even sure about the analogy of function, class, object when comparing C or C++ to a graphical dataflow programming language (which pd is?). actually, the data is not flowing at all, it is the objects' function code that pilgers to the sanctuaries of stored data and accomplishes its task there... marius. Dudley Brooks wrote: Can anyone direct me to articles on constructing clear, modular, non-spaghetti patches in pd or other visual dataflow languages? Especially if the articles derive their recommendations from theoretical analysis (as with the investigations that led to structured programming in imperative languages), rather than just rules-of-thumb -- although the latter are useful also. Or is some amount of spaghetti unavoidable in dataflow languages, perhaps because it is inherent in the situation being modeled, rather than being an artifact of the language? Thanks. ___ 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 -- Use the source ___ 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] per-pixel time based(with memory) effects, is it possible with fragment shaders?
This is entirely possible, however you would want to use a 3D texture, something on the order of dimensions 320 by 240 by x (where x is how many frames of time 'back' you want to go). This will be relatively heavy video memory wise I would imagine. However, I have a shader for you that does this. Absolutely no idea what so over if GEM can deal with 3D textures. Id assume since it has low level openGl support it should be able to, but how to get 2D video frames into that 3D texture via pix_xxx I have no idea. Here is the shader, written by Andrew Benson from Cycling74 iirc. This is sans vertex shader, but the vertex shader is basically a passthrough, so its very simple. texa is a 2d lookup table - greyscale, where the luminance of the pixel at the point determines how far back in time to go. This shader assumes a 512x512 map, but you could make that dynamic by passing a varying variable from the vertex shader that looks at the dims of the 3D texture. HTH. varying vec2 texcoord0; varying vec2 texcoord1; uniform float slice; uniform sampler3D texo; uniform sampler2DRect texa; const vec4 coeff = vec4(0.299, .587, 0.114, 0.); void main( void ) { float v1 = dot(texture2DRect(texa,texcoord0*vec2(512.)),coeff); //assumes 512 x 512 slice map. Pretty arbitrary... vec4 v0 = texture3D(texo, vec3(texcoord0.xy,v1)); gl_FragColor = v0; } On Jan 6, 2008, at 4:21 AM, Batuhan Bozkurt wrote: Hello, Let me start off by saying that I don't have much experience with computer graphics, so my knowledge is very limited on this area, I'm more of an audio guy but I have some ideas in mind that would apply to graphics well. I just want to experiment. I want to give a simple example to show my question. Suppose I have a video running and I want to delay each pixel between 0 and a maximum time seperately. This is the most basic time based effect I can think of. So for a 320x200 video for example, I would need 64000 delaying units running seperately and to be able to do this in realtime, I think I'd need to use GPU for computation. So I'm thinking of using pixel shaders. But I'm not really sure if this is possible or not with it. I grabbed the orange book to have an idea about the process, I did not have much time tolook in detail but I could not find any references to such an operation that made me think that I'm on the wrong track. So before going any further learning GLSL, I'd like to have your ideas on this. Is GLSL along with GEM is a nice way to do such an operation? Is it even possible to do it in realtime? If GPU powered realtime operation is not possible, is there any tool that you know that is capable of doing such things(realtime or offline)? I have many ideas on processes that modifies pixels which are dependant on the states of pixels before them(i.e. with memory) and I'm trying to find a way to implement them. Any help is appreciated. Thanks BB ___ 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] per-pixel time based(with memory) effects, is it possible with fragment shaders?
you would copy the old frame into a different texture and then re input it into the shader. shaders address textures via texture units. you would have your new frame coming in from texture unit 0, and the old frame (the output of the shader one step earlier), copied to texture unit 1. You would then have two samplers in your shader, and do with them whatever you wanted. You bind the texture to a texture unit prior to calling the shader. in GEM you do this with the texunit message. In Jitter you do it in the XML file that describes all of your variables and the vertex/ fragment program. If you wanted to take the average it would be: setup code cut out vec4 currentframe = texture2DRect(texture0sampler, texcoord0) vec4 previousframe = texture2DRect(texture1sampler, texcoord1); gl_FragColor = (currentframe + previousframe)/2.0; handling the copying of the output of this to a texture buffer happens outside of GLSL, in your application, be it Jitter, GEM, or whatnot. And btw, fragment shaders run once for every texel or fragment (a texture mapped pixel), not once per frame :) On Jan 7, 2008, at 1:37 AM, Batuhan Bozkurt wrote: Thanks vade, your help is greatly appreciated. I'm happy to see thatthings like this are possible with shader programming. Looking through the opengl shader book and various shader tutorials online, I've actually found out how to sample a texture and access r g b a values with dot notation. But as I'm not very familiar with the process yet, I've been questioning how to buffer and access past values by shader programming. I'm not very bright when it comes to programming so it appeared to me that a shader program is simply a piece of code that is iterated for every new frame(?) from beginning to end that produces an output based on a given functional structure. I was thinking that the state of the variables are reinitialised(except for uniforms that can be passed as arguments?) each time so I'm curious about how I would store values to some depth(like maybe a static variable in C functions, so it's value is kept in a new iteration). Or maybe holding the past five values in an array or something(like the Bucket object on max or cyclone lib). Without being able to keep values I can't achieve processes that have a past memory. so vec4 mytexture = texture2DRect(textureSampler, textureCoordinate); would sample the current frame, but when the new frame comes into play, it would contain the new frame right? How would I go for accessing the old data? Sorry if this is a fundamental thing about shader programming, but I think it is a very simple process if it is really possible. So maybe you have something to say about it. Thanks! BB vade wrote: Hi You can completely do what you want on the GPU with a shader or shaders. In fact, the very shader you describe exists from cycling74 and is included with jitter. As for dealing with color planes, the RGBA values, its VERY easy to do with shaders. You simply sample a texture with: vec4 mytexture = texture2DRect(textureSampler, textureCoordinate); and then you can address you individual vector components with mytexture.a mytexture.r mytexture.g mytexture.b each as a floating point value. :) On Jan 7, 2008, at 12:28 AM, Batuhan Bozkurt wrote: This is a very elegant solution for a delay effect I should say. I've never known something called 3d texture exists but it completely makes sense. I've searched through documentation and the list for gem support for such thing but no luck yet. But thanks for the shader and the idea anyways! The problem here is that, I actually need a more generalised framework of working with time and past frames(or pixels) when dealing with time based effects. This vertex shader approach with 3D texture and a 2D map probably would not help let's say, if I wanted to use an averaging lowpass filter(depending on past pixel values) to the R G and B values of each pixel seperately. I'd like to know if there is any way to hold values back in buffers(like arrays) on shader level and make operations on that data by shader programming. So maybe I could say get current value and average it with the previous value and set it as the new current value or something like that. If there is a way, than I'd like to dig more deeply into it, but if this question looks very stupid than I'm probably getting the concept of graphics pipeline and purpose of shading language completely wrong so maybe I should stop wasting time on thinking like this and try to find other approaches. BB vade wrote: This is entirely possible, however you would want to use a 3D texture, something on the order of dimensions 320 by 240 by x (where x is how many frames of time 'back' you want to go). This will be relatively heavy video memory wise I would imagine. However, I have a shader for you that does this. Absolutely no idea what so
Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example
can you change the shader and patch I posted to use rectangular textures? I tried and only had a single texel mapped. Maybe its an OS X thing? On Jan 2, 2008, at 12:18 PM, cyrille henry wrote: using coordinate mode 0 : texture coordinate goes from (0,0) to (size.x,size.y), so it's easier to get the size of the texture (with pix_info), send it to the shader to make the correction. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM nightly issue with Pd version 0.40.3.extended-20071224
Thanks for the heads up, ill login to sourceforge and add my details. Im on 10.5, with an ATI x1600 card, so it is not related to nVidia drivers, unless 10.5s new GL architecture has some unified cross vendor GL doo dad :) On Dec 26, 2007, at 2:36 PM, Hans-Christoph Steiner wrote: This seems to be related to this bug, is this happening on an nVidia card? http://sourceforge.net/tracker/index.php? func=detailaid=1839973group_id=64325atid=507079 Maybe you can add your details to that bug report. .hc On Dec 24, 2007, at 1:04 AM, vade wrote: Using pix_movie on OS X 10.5.1 Quicktime 7.3 / Intel results in weird YUV cruft on the rendered output, but it alternates between proper rendering and the weird YUV frame, back and forth and back and forth at the regular framerate. Also, within the helpfile: mode message does not work (console states pix_movieDarwin: no method for 'mode'), same for client_storage. How does one set the texture unit for pix_movie ? a texunit message would be nice. Thanks, pastedGraphic2.jpgpastedGraphic.jpg___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list 'You people have such restrictive dress for women,’ she said, hobbling away in three inch heels and panty hose to finish out another pink-collar temp pool day. - “Hijab Scene #2, by Mohja Kahf ___ 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] GEM : GLSL Mixer - working 2 channel video mixer example
Of course :) Non realtime rendering would not have to evoke the drop frame infrastructure at all :) for reference this works within Jitter, so it ought to be possible. On Dec 25, 2007, at 3:00 PM, Claude Heiland-Allen wrote: vade wrote: I think some drop frame system should be built into GEM to handle this automatically. Please make this feature optional, as non-realtime rendering synced to audio is a lot easier without auto-frame-dropping. Claude -- http://claudiusmaximus.goto10.org ___ 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] GEM : GLSL Mixer - working 2 channel video mixer example
Hm. Interesting. GEM does not have a drop frame system? Im not sure about the scheduler differences between PD and Max/Jitter, but most Jitter events are in a different queue and have a drop frame handling method built in to each object, and when drawing with openGL one should use a 'qmetro', or a queue limited metro - to avoid such a case. Im speaking a bit out of my realm of expertise but I dont really think a Patcher should be able to do that, if it did indeed lock up your system. What is the proper way of handing this in PD/GEM? Sorry for causing a crash. I saw your PD Jitter patch, but frankly I think some drop frame system should be built into GEM to handle this automatically. Anyway, what kind of powerbook? It may not have the required hardware support for the shader, which might be why you are only getting 10fps, via software fallback? On Dec 25, 2007, at 1:04 PM, Max Neupert wrote: very interesting, but also a good example on how to lock the computer completely with gem - at least my old powerbook. i had to hard reset because complete unresponsiveness. with [frame 10( it runs nicely though. see my last post on how to avoid the lock-up. max Am 24.12.2007 um 21:35 schrieb vade: Yes, very efficient, and also give you LOTS of flexibility . the regular GL_BLEND_MODES do not offer that many variations (not many are useful for video). Want to make a GPU powered chroma key - shader. Want to make feedback but have FSAA on, probably shader :) etc etc. Want to make 4 way mixer? shader! See where I am going here? :) On Dec 24, 2007, at 3:29 PM, Hans-Christoph Steiner wrote: Nice, works for me. Is the idea that shaders are a efficient way of mixing video? .hc On Dec 24, 2007, at 12:04 PM, vade wrote: Hello Here is a 2 channel mixer using overlay blend mode with GLSL. This works, is decently fast and gives me the expected result. If you want more blend modes, feel free to grab them from http:// 001.vade.info (or elsewhere, most are trivial to figure out)- the glsl shaders for the mixers use the same subroutine layout in the glsl, so it is trivial to swap. I did not include them out of sheer laziness. Caveats with PD 0.4.03 Extended nightly from Dec 24th (Mac OS X 10.5.1, QT 7.3, Intel): - had to edit the GLSL program to fix multitexture coordinate issue. Only can use the texture dims from the zeroths texture unit. - could not get sampler2DRect working at all - only had a single texel mapped it seemed. - had weird issue where I would sometimes have to close the gemwin (0, destroy) and then re create it to see the textures assigned to texture units. this happened most often after closing and re-opening the patch. Please see the included question(s) within the PD patch concerning using framebuffer to grab the output of the rendered shader and send it to yet another shader. Ive included an exposure shader in an attempt to make a chain of GLSL effects. I however could not get gemframebuffer to output any usable texture after using glslprogram. Thanks, hope this is helpful to those out there FUDDLE DUDDLE [EMAIL PROTECTED]@[EMAIL PROTECTED]()[EMAIL PROTECTED]([EMAIL PROTECTED] ___ 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] GEM : GLSL Mixer - working 2 channel video mixer example
Interesting. Again, I am speaking only from tangential knowledge, but at least with Jitter, drawing to OpenGL with a regular metro is a big NO NO, and can also hang your system, or at least seem to lock it up. Thank you for the explanation Claude and Cyrille. Max: I have a similarly spec'd powerbook. Im happy to try the PD patch out when I get a moment. Thanks for the report. On Dec 25, 2007, at 6:06 PM, Claude Heiland-Allen wrote: cyrille henry wrote: i think gem sheduling is just like using a metro with jitter. (but no qmetro) In my experience Gem scheduling is exactly in sync with Pd's (logical) clock, measured with [timer] I always get 40ms when running at 48000Hz audio, 25fps gemwin, with 60fps screen refresh rate. Claude -- http://claudiusmaximus.goto10.org ___ 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] GEM : GLSL Mixer - working 2 channel video mixer example
I just tried my powerbook 1.67 with OS X 10.4.9 and PD 0.4.03 nightly 12/24 (same as before), no crashing, solid 60fps with 2 QT movies playing. :) On Dec 25, 2007, at 1:04 PM, Max Neupert wrote: very interesting, but also a good example on how to lock the computer completely with gem - at least my old powerbook. i had to hard reset because complete unresponsiveness. with [frame 10( it runs nicely though. see my last post on how to avoid the lock-up. max Am 24.12.2007 um 21:35 schrieb vade: Yes, very efficient, and also give you LOTS of flexibility . the regular GL_BLEND_MODES do not offer that many variations (not many are useful for video). Want to make a GPU powered chroma key - shader. Want to make feedback but have FSAA on, probably shader :) etc etc. Want to make 4 way mixer? shader! See where I am going here? :) On Dec 24, 2007, at 3:29 PM, Hans-Christoph Steiner wrote: Nice, works for me. Is the idea that shaders are a efficient way of mixing video? .hc On Dec 24, 2007, at 12:04 PM, vade wrote: Hello Here is a 2 channel mixer using overlay blend mode with GLSL. This works, is decently fast and gives me the expected result. If you want more blend modes, feel free to grab them from http:// 001.vade.info (or elsewhere, most are trivial to figure out)- the glsl shaders for the mixers use the same subroutine layout in the glsl, so it is trivial to swap. I did not include them out of sheer laziness. Caveats with PD 0.4.03 Extended nightly from Dec 24th (Mac OS X 10.5.1, QT 7.3, Intel): - had to edit the GLSL program to fix multitexture coordinate issue. Only can use the texture dims from the zeroths texture unit. - could not get sampler2DRect working at all - only had a single texel mapped it seemed. - had weird issue where I would sometimes have to close the gemwin (0, destroy) and then re create it to see the textures assigned to texture units. this happened most often after closing and re-opening the patch. Please see the included question(s) within the PD patch concerning using framebuffer to grab the output of the rendered shader and send it to yet another shader. Ive included an exposure shader in an attempt to make a chain of GLSL effects. I however could not get gemframebuffer to output any usable texture after using glslprogram. Thanks, hope this is helpful to those out there FUDDLE DUDDLE [EMAIL PROTECTED]@[EMAIL PROTECTED]()[EMAIL PROTECTED]([EMAIL PROTECTED] ___ 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] GEM nightly issue with Pd version 0.40.3.extended-20071224
Using pix_movie on OS X 10.5.1 Quicktime 7.3 / Intel results in weird YUV cruft on the rendered output, but it alternates between proper rendering and the weird YUV frame, back and forth and back and forth at the regular framerate. Also, within the helpfile: mode message does not work (console states pix_movieDarwin: no method for 'mode'), same for client_storage. How does one set the texture unit for pix_movie ? a texunit message would be nice. Thanks, inline: pastedGraphic2.jpginline: pastedGraphic.jpg___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example
Yes, very efficient, and also give you LOTS of flexibility . the regular GL_BLEND_MODES do not offer that many variations (not many are useful for video). Want to make a GPU powered chroma key - shader. Want to make feedback but have FSAA on, probably shader :) etc etc. Want to make 4 way mixer? shader! See where I am going here? :) On Dec 24, 2007, at 3:29 PM, Hans-Christoph Steiner wrote: Nice, works for me. Is the idea that shaders are a efficient way of mixing video? .hc On Dec 24, 2007, at 12:04 PM, vade wrote: Hello Here is a 2 channel mixer using overlay blend mode with GLSL. This works, is decently fast and gives me the expected result. If you want more blend modes, feel free to grab them from http://001.vade.info (or elsewhere, most are trivial to figure out)- the glsl shaders for the mixers use the same subroutine layout in the glsl, so it is trivial to swap. I did not include them out of sheer laziness. Caveats with PD 0.4.03 Extended nightly from Dec 24th (Mac OS X 10.5.1, QT 7.3, Intel): - had to edit the GLSL program to fix multitexture coordinate issue. Only can use the texture dims from the zeroths texture unit. - could not get sampler2DRect working at all - only had a single texel mapped it seemed. - had weird issue where I would sometimes have to close the gemwin (0, destroy) and then re create it to see the textures assigned to texture units. this happened most often after closing and re-opening the patch. Please see the included question(s) within the PD patch concerning using framebuffer to grab the output of the rendered shader and send it to yet another shader. Ive included an exposure shader in an attempt to make a chain of GLSL effects. I however could not get gemframebuffer to output any usable texture after using glslprogram. Thanks, hope this is helpful to those out there FUDDLE DUDDLE [EMAIL PROTECTED]@[EMAIL PROTECTED]()[EMAIL PROTECTED]([EMAIL PROTECTED] :) GEM_glsl_2_channel_mixer.zip ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list Using ReBirth is like trying to play an 808 with a long stick.- David Zicarelli ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Lua + Pd + Gem = vertex dataflow (was Re: [psql] object hand-holding)
this distorts the verts with a cos function. with per pixel lighting and texture support. vertex uniform float time, amount; varying vec4 diffuse,ambient; varying vec3 normal,lightDir,halfVector; void main() { //vertz vec4 v = vec4(gl_Vertex); v.xz = v.xz * (cos( gl_Vertex.y + time * 0.01)); gl_Position = gl_ModelViewProjectionMatrix * v; // apply proper texture coord gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0 ; // lights /* first transform the normal into eye space and normalize the result */ normal = normalize(gl_NormalMatrix * gl_Normal); /* now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space. Also since we're talking about a directional light, the position field is actually direction */ lightDir = normalize(vec3(gl_LightSource[0].position)); /* Normalize the halfVector to pass it to the fragment shader */ halfVector = normalize(gl_LightSource[0].halfVector.xyz); /* Compute the diffuse, ambient and globalAmbient terms */ diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse; ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient; ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient; } fragment uniform sampler2D tex0; varying vec4 diffuse,ambient; varying vec3 normal,lightDir,halfVector; void main() { vec3 ct,cf; vec4 texel; float intensity,at,af; intensity = max(dot(lightDir,normalize(normal)),0.0); cf = intensity * (gl_FrontMaterial.diffuse).rgb + gl_FrontMaterial.ambient.rgb; af = gl_FrontMaterial.diffuse.a; texel = texture2D(tex0,gl_TexCoord[0].st); ct = texel.rgb; at = texel.a; gl_FragColor = vec4(ct * cf, at * af); } On Dec 22, 2007, at 8:14 PM, Chris McCormick wrote: On Sat, Dec 22, 2007 at 11:26:18AM -0600, chris clepper wrote: This is what the vertex_array objects basically do. The vertex_model object opens up a .obj and then passes the vertex, normal, texcoord and color data to other vertex_ objects for processing. The speed is pretty good - better than standard geos - but the better route is to use shaders. Shaders allow for more end user manipulation than the vertex_objects could ever offer. Alright, I'll have to take a closer look at shaders in Gem then. Thanks for the advice. Can anyone point me to a simple vertex manipulation shader I can run in Gem to get started? Best, Chris. --- http://mccormick.cx ___ 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] Lua + Pd + Gem = vertex dataflow (was Re: [psql] object hand-holding)
ah, i forgot to mention these tutorials which really helped me out. http://www.lighthouse3d.com/opengl/glsl/index.php?shaders On Dec 22, 2007, at 8:14 PM, Chris McCormick wrote: On Sat, Dec 22, 2007 at 11:26:18AM -0600, chris clepper wrote: This is what the vertex_array objects basically do. The vertex_model object opens up a .obj and then passes the vertex, normal, texcoord and color data to other vertex_ objects for processing. The speed is pretty good - better than standard geos - but the better route is to use shaders. Shaders allow for more end user manipulation than the vertex_objects could ever offer. Alright, I'll have to take a closer look at shaders in Gem then. Thanks for the advice. Can anyone point me to a simple vertex manipulation shader I can run in Gem to get started? Best, Chris. --- http://mccormick.cx ___ 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] Colour in Digital Video
On Dec 21, 2007, at 3:04 PM, Mathieu Bouchard wrote: P.S., there was some discussion concerning the difference of human genetics not being accounted for. I only mentioned it briefly and so far you're the first one to actually exchange about it. (I've always found it weird that the word discussion is used for something in which there are not already two persons exchanging, but quite a few textbooks use it like that, so...) Oh Matju - you are so kind. Sometimes you remind me of Malvin from War Games - http://youtube.com/watch?v=mNiiBrEHBWAfeature=related You need a Jim to keep you in line :) (said with love !!) The older broadcast formats for NTSC/PAL and SECAM are not ... final, per se. There are variants of all of these, and the YUV components can vary quite differently depending on what version of NTSC/PAL etc you want to use in what nation/geography. I don't think that most of the difference is in genetics of whole populations. It might be plain statistical error due to the sample size or the choice of the sample, or it could be the way to extract a typical measure (mean vs median vs mode), or it could be an instrumentation error (or just a choice in how it should be done, in the case where it's not clear that only one way is not a mistake), for example, filtering out high violet by using the wrong kind of glass (it happened). Well, either way, the values are different, and im sure different methodologies produced the different results, but you cant deny that quite a large difference in genetic stock was used :) Anyway, was more of an offhand comment for those who may be reading. Thanks, _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Colour in Digital Video
It makes much more sense to see it broken down like so : http://www.lafcpug.org/Tutorials/basic_chroma_sample.html or http://adamwilt.com/pix-sampling.html and http://adamwilt.com/DV-FAQ-tech.html#colorSampling These color-spaces use different sampling cadences, and as mentioned before leverage the fact that eyes are more sensitive to luma changes that chroma changes. Using different sampling cadences is essentially a form of compression ( less bandwidth required for a frame), typical Y cr'cb' or commonly known YUV video is the norm for broadcast masters, and use what is called 4:2:2 sampling cadence (the terminology is quite lacking), which means for every 4 luma samples (or every 4 pixels, you have 4 luma samples,) but only 2 color samples. Note that YUV does not have to have reduced sampling cadences, 4:4:4 (one luma, one cr' one cb' sampler per pixel) is perfectly valid, but not very common. These reduced candences can significantly effect any attempts to do good chromakeying or color work, why after effects and other applications that are not strictly editors typically work at 4:4:4 RGB. Anyway, Its definitely an interesting to know, and can significantly help make footage you are working with look better. So while yes, it may be boring on the surface, if you plan on making any ART with video, and it wont be in black and white, its good to know about ;) P.S., there was some discussion concerning the difference of human genetics not being accounted for. The older broadcast formats for NTSC/ PAL and SECAM are not ... final, per se. There are variants of all of these, and the YUV components can vary quite differently depending on what version of NTSC/PAL etc you want to use in what nation/geography. The 609 spec for SD was supposed to fix this (at least for NTSC), and the new HDTV rec 709 actually is a combination of the various most used components of PAL and NTSC, so conversion is simpler. So it used to be more diverse, and complicated, not its simpler but makes more assumptions. Anyway, that last part was way off topic. On Dec 21, 2007, at 11:57 AM, Mathieu Bouchard wrote: On Sat, 22 Dec 2007, hard off wrote: hi andrew. would love to see some patches that demonstrate what you're talking about, it's all a bit over my head. Try to zoom into a part of a GEM image that is in the YUV colourspace or that formerly was (e.g. digitising a TV signal or taking input from most webcams). If the image is as sharp as it can be tuned to be, you will be able to see that the colouring of the pixels is blurry compared to their intensity. The blur is either horizontal or both horizontal and vertical. For example a pure red diagonal bar over pure green background will usually show some pixels that are a different shade of red or a different shade of green. If it doesn't, it means that you picked two shades that have the same brightness, or that the bar is positioned exactly on colouring pixel boundaries. The different shades appear because the colouring pixels are twice bigger (or more) than the brightness pixels, and the boundary of the bar you are filming is being better represented by brightness than by colour. About the non-linearity of vision... This is something else, and a good start into that, is to look at gamma correction. Gamma correction is actually correcting the monitor, which doesn't output light proportional to its electric input, and has to be compensated. I mention gamma because the gamma formula is both simple and non- linear, so it's a good starting point about non-linearity, but it doesn't actually address the non-linearity of vision. You could perhaps look at the HSV colour objects that Claude was talking about, and look at how the conversions are made (just some floatboxes and one conversion object). It is a common example of non- linear mapping from RGB, but it should also be noted that it's not linear relative to vision, no matter how superficially it may look like it's closer to one's understanding of colours. Look also at when you crossfade two colours, even if you tune your gamma correctly, how often the average of two colours doesn't feel like it's halfway between the two colours. _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada___ 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] My project at IEM
On Dec 21, 2007, at 4:19 PM, chris clepper wrote: Obviously, this only works correctly if the textures are the same dimensions. yeah, this is an issue potentially with video, since not everyone has the same size videos in the pipeline. Marius, you could edit the shader math to not use sampler2DRect but sampler2D. Many cards support non power of two Sampler2Ds, where the texture coordinates are 0. 1. normalized, rather than pixel dimensions in x and y. This might be a workaround but would require some recoding. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Seasons Greetings
Ha! Well done. On Dec 21, 2007, at 1:41 PM, Andy Farnell wrote: The time is almost upon us to to erase those brain cells collected over the last 12 months. But who will dare post first in the obligatory ASCII xmas tree thread? Mine's in Pd this year, Wishing you all much fun and happiness in the New Year, Andy -- Use the source xmas.pd___ 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 VideoPedia Project
I think this is a great idea. Do you mind if I mention it on Create Digital Motion? This is exactly what the community needs. On Dec 12, 2007, at 10:23 AM, giucant wrote: Dear list, there are many good video stuff out there about pd: tutorials, docs, pieces of art etc... I've also noted this is a good method to start understanding pd (and digital audio as well). What do you think about an 'official' community Youtube channel with original contents and theme-playlists? Original channel contents should be: - videos from pd-conventions - presentations and lessons by developers (Hans, Dr. Pukette etc...) - stuff by goto10 and pure:dyne geeks - other... Theme-playlist should catalog existing (and new) videos in specific categories: - Documentation - Tutorials - DSP - Synth - Phisical computing (arduino...) - GEM - other... Some links to start with: http://www.youtube.com/oggro http://www.youtube.com/miya6611 http://www.youtube.com/vreahli http://www.youtube.com/pidipid http://www.youtube.com/jkantTube (my tube) http://www.youtube.com/view_play_list?p=B3BCCFC9EBFBFAAE (a playlist i've made) What do you think about this project? Are there someone possibly interested in help managing contents? Let me know. Ciao j ___ L'email della prossima generazione? Puoi averla con la nuova Yahoo! Mail: http://it.docs.yahoo.com/nowyoucan.html ___ 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] gem, shader and framebuffer
Thank you Cyrille - id love for this to work, but alas; Under OS X 10.5.1 with PD 0.40.3-extended 20071117 I only see the square, no sphere: http://abstrakt.vade.info/ILOVETHEPDLIST/gem_shader_framebuffer.jpg Ill try playing with it to see what I can get. Thanks a lot! On Dec 8, 2007, at 9:50 AM, cyrille henry wrote: hello, In the recent discution on this list regarding gem an shader, i read that shader could not be used with framebuffer. i did not realize when i read this (and i can't find it anymore on the archieve). in fact it is not true. shader has to be loaded before the framebuffer objet but it work. here is an exemple of how to use a shader and render on the framebuffer and then using the framebuffer as a texture send to an other shader. hope that help Cyrille shader_and_framebuffer .zip___ 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] gem, shader and framebuffer
Alas, - it works, but I misunderstood the patch. Im going to give a go at making some stream processing happen. Thanks! On Dec 8, 2007, at 9:50 AM, cyrille henry wrote: hello, In the recent discution on this list regarding gem an shader, i read that shader could not be used with framebuffer. i did not realize when i read this (and i can't find it anymore on the archieve). in fact it is not true. shader has to be loaded before the framebuffer objet but it work. here is an exemple of how to use a shader and render on the framebuffer and then using the framebuffer as a texture send to an other shader. hope that help Cyrille shader_and_framebuffer .zip___ 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] gem, shader and framebuffer
Ok, I stand by my earlier statement., The pd shader patch which leads to the gemframebuffer is, as far as I can tell, non functional - only if I disconnect it can I see any texture on the sphere at all. I do get output however of the sphere, but the only fractal . Interesting., What does your output look like? - Its hard to know if its working, im getting no errors in the PD console. Thanks again, this is exciting stuff. On Dec 8, 2007, at 12:51 PM, vade wrote: Alas, - it works, but I misunderstood the patch. Im going to give a go at making some stream processing happen. Thanks! On Dec 8, 2007, at 9:50 AM, cyrille henry wrote: hello, In the recent discution on this list regarding gem an shader, i read that shader could not be used with framebuffer. i did not realize when i read this (and i can't find it anymore on the archieve). in fact it is not true. shader has to be loaded before the framebuffer objet but it work. here is an exemple of how to use a shader and render on the framebuffer and then using the framebuffer as a texture send to an other shader. hope that help Cyrille shader_and_framebuffer .zip___ 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] Gem CVS + pd-0.41-0test9 + Ubuntu Gutsy : Not reading videofiles
Hrm. Thats pretty interesting - and I honestly would not have suspected this to be the case - in my tests on OS X, mjpeg has consistently been the winner. My understanding reflects romans earlier posts to a t. Can you put/host the videos anywhere? How were you compressing the Quicktime files and the XVIDs? On Dec 8, 2007, at 7:16 PM, patrick wrote: after testing many codec on linux, XVID is the best codec for filesize and cpu. both. playing a dv, jpeg quicktime or mjpeg avi are +- 35% of my cpu (640x480 / 30 fps). XVID will take only 7% of my cpu and the filesize is reduced by half. by forcing keyframe every frame i can (in theory) use it like jpeg, mjpep (skip, scratch etc...). ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
you have to command click on OS X - it works, and on patch coords with only one knee too. (select the half towards the inlet). On Dec 6, 2007, at 10:48 AM, marius schebella wrote: Michal Seta wrote: On Dec 4, 2007 10:09 AM, marius schebella [EMAIL PROTECTED] wrote: a big problem in max is that there is no undo for segmented patchcords. once segmented, you can only delete them and redraw to make them not segmented. That's not true. Ctl-click on a segmented patchcord, unsegments it. I found this shortcut by mistake once. Caveat, it does not work on all segemented patchcords. IIRC it works if the patchcord has a minimum of 2 knees. Or something like that (my max demo expired a while ago). not on my machine with my max version :( marius. ___ 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] Max Pd
well, FYI in Jitter you do [jit.someobject @color r g b a] (for example), or can use a message named color. Ive never seen or used [jit.someobject @red r @green g @blue b @alpha a] and jitter also has just about every colorspace conversion possible, that I have ever seen or dealt with professionally, and many I have not heard of or ever had to use: http://cycling74.com/documentation/jit.colorspace Not meant as flame bait (sorry, I still feel like an ass for yesterday Mathieu!), but more for compare/contrast. I quite like the attribute system jitter has, and think it could be imported with some sort of syntax highlighting for objects where attribute names are one color and their set values another. It would (may?) help visually grokking the text within the patcher object On Dec 6, 2007, at 2:16 PM, Mathieu Bouchard wrote: On Thu, 6 Dec 2007, marius schebella wrote: the most obvious and useful things are the tons of @arguments that each objects accepts. Having tons of @arguments is not necessarily a blessing. Wherever Jitter has four @arguments named red,green,blue,alpha, GridFlow has only one, which is a list of the four colour components after a [#pack]. It makes GridFlow more structured than Jitter in this case, and that makes some objects more open to different colour spaces than Jitter's, in addition to yielding a better features-per- @arguments ratio. _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada___ 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] Max Pd
You can do both within jitter, anything that is an attribute is by virtue of being an attribute also a message - so you can send it via loadbang, loadmess or whenever/however you want, so its up to you to choose how you want your patch to work :) On Dec 6, 2007, at 2:16 PM, Hans-Christoph Steiner wrote: icely said, hopefully you can drum up more support for Gem. One thing I think it really great about Gem is that is remains strongly visual. When getting heavy into jitter, the patches look like you are writing in C++ with boxes around it. What I would really like to see is all those naming and attribute features represented in a visual way, rather than just long lines of text like in Jitter. THen if you want to write text-based code, you can use luagl, etc. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Max Pd
This is an interesting viewpoint - at what point does providing all of these options just get in my way and make me not think about creating my own solutions - and thus really really making it mine - while extending my knowledge Im not sure, I can tell you ive had to make plenty of my own solutions with Max/Jitter - but I think you have a very valid point. There certainly are a few assumptions on Jitters part that I do not necessarily agree with. Well said. On Dec 6, 2007, at 4:10 PM, Hans-Christoph Steiner wrote: I also think that megaobjects that accept many messages/attributes become more like application preferences rather than programming, and that usually limits the possibilities. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
I say we meet in a back alleyway and beat the crap out of one another over this. :) On Dec 5, 2007, at 2:04 PM, chris clepper wrote: Segmented patch cords fall somewhere between deferred maintenance and turd polish on the continuum of practicality. Of course in Max you can always resort to sweeping the whole mess under the rug as a last resort. Stick that in your revolution! On Dec 5, 2007 12:42 PM, vade [EMAIL PROTECTED] wrote: VIVA LLA SEGMENTED PATCH COORD REVOLUTION! ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
Yeah, giving people a CHOICE is certainly condescending, what the [EMAIL PROTECTED] you do realize not everyone who uses PD is knowledgeable in the languages, apis and underlying code base to make the modifications they may request. If anyone is being condescending, it is you with your attitude of, if you want that feature, JUST DO IT YOURSELF - part of creating a more usable tool is to LISTEN to your users, get feedback and consider implementing those features. God, I think someone needs to be beaten with a segmented clue stick to get this point! (har, see what I did there - a joke, ill spell it out for you so you know im not being absolutely serious). On Dec 5, 2007, at 2:07 PM, Mathieu Bouchard wrote: If the people want it, why not give it to them? Because it's easier to write a condescending justification for the lack of segmented patchcords than to write the code for segmented patchcords. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
Dear god, please, no. no no no no no. No gradiated patch coords. *please* I would not mind self routing patch coords, but somehow, whenever a computer/algorithm/programmer tries to do things for me, like intelligently re-arrange x, it ends up getting in my way. I suspect this will be the case for all but the simplest routing around objects scenario. But really - Segmented patch coord are a decent solution - I insist they can help readability, if used correctly. I mean, whats the difference between a poorly laid out patch WITHOUT patch segmentation to one WITH segmentation, both are spaghetti! Hard to read, and will need to be re-laid out /refactored to make any sense. With segmented patch coords users have the choice to use them, and well laid out patches with segmentation (again, I really insist), can be more readable and less visually distracting than those without. VIVA LLA SEGMENTED PATCH COORD REVOLUTION! On Dec 5, 2007, at 1:04 PM, Martin Peach wrote: And how about patch cords that start out one colour and end up another with a smooth blend all the way along? Then you could identify different cords as well as know which way they were going. The ability to raise or lower objects as in Max (bring to front, send to back) and also to have the cords run behind them would be nice. Not sure how much of this is feasible in tk though...also the pd file format would need to be modified to include patch cord colours and object drawing order. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
My apologies. I did infact mis-read this. Sorry Mattieu, I shall put on my fucking duddle cap on immediately - thats what I get for splitting my attention. On Dec 5, 2007, at 3:30 PM, Mathieu Bouchard wrote: On Wed, 5 Dec 2007, vade wrote: On Dec 5, 2007, at 2:07 PM, Mathieu Bouchard wrote: If the people want it, why not give it to them? Because it's easier to write a condescending justification for the lack of segmented patchcords than to write the code for segmented patchcords. Yeah, giving people a CHOICE is certainly condescending, what the [EMAIL PROTECTED] Why don't you READ the damn mail before replying to it? If you weren't trying to skip over half of the words you wouldn't confuse a statement and the exact opposite of it. Fuddle duddle. _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] segmented patchcords (was Re: PD MAX)
no. you can pry segmented patch coords from my dead deathly ice cold grip. right after I kiss my rounded corners and new shiny UI goodbye. :) On Dec 4, 2007, at 12:29 PM, Frank Barknecht wrote: Btw.: Even many Max users prefer non-segmented cords, don't they? ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] I just made a beginner's PD tutorial and posted it...
My only thought was a bit more of an explanation as to what PD is, what it can do, where to get it, and how to install it. :) On Dec 3, 2007, at 3:04 PM, Max Neupert wrote: my first thought: cmd-D instead of copy paste. Am 03.12.2007 um 08:09 schrieb Vreahli the Audio Bandit: Heya - I just made a PD tutorial for beginners and I was wondering if anyone wanted to do a sanity check... http://www.youtube.com/watch?v=FkmMzqohsDo In any case - I'm thinking about doing a series... Any ideas for topics / projects that would be good for beginners? ___ 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] PD MAX
Well, Ive used both, I use Jitter pretty much exclusively. I suggest using PD Extended to help with the install, GEM is nice and fast for most things, but is more suited to 3D (GEM is a wrapper for OpenGL, not video exclusively, so inherits some of that in its design), than to video per se. Its video effects are (maybe be?) somewhat limiting, but it does support shaders (despite some issues), but not stream processing (at least, no one has shown an example of that just yet, and whats been tried has not worked), so building sets of effects that arent out of box accelerated on the GPU may be of some issue - if you want to go that route. If you are willing to spend the money, I highly suggest Jitter. I am a bit biased however, im simply much more used to working with Jitter than GEM, but all I can say is I tried playing with video in PD and felt I needed to look elsewhere for what *I* wanted to do. But explore it, GEM has plenty of opportunities to be creative and do awesome work, and you cannot beat the price. There is plenty of great work being done with it. On Dec 3, 2007, at 4:06 PM, Joe Reinsel wrote: Hi, I am looking for anyone on the list who might be able to talk about similarites and difference of PD/PDP/PiDiP/GEM and MAX/MSP/Jitter. I am interested in hearing most about experiences with video processing in PD. thanks, -- Joe Reinsel Artist in Residence, Universidad San Francisco de Quito, Ecuador http://www.linkedin.com/in/joereinsel ___ 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] Gem: Using 2 glsl_program objects ?
I agree, this should be possible in theory. I suspect one should be able to build an abstraction that would dynamically load a shader program, render to a quad, send that quad to a texture and output the texture. This is basically all jit.gl.slab does for stream processing. I still have heard nothing on the multitexture issue for GLSL however, so there may be some gotchas. On Nov 25, 2007, at 3:40 PM, marius schebella wrote: Hi alexandre, why do you think it is not possible? or what exacactly do you want to do? If you try to have several glsl programs like a filter bank, first do glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... then I think this only works with gemframebuffer plus playing around with texunit 0, texunit 1, and so on... and maybe also the right in/outlets of texture to reference gpu textures. unfortunately GEM on os x 10.5 is still broken, so I can only do very rudimentary stuff (no developing), but before that I was trying to do exactly this and I think it should be possible to do. marius. Alexandre Quessy wrote: Hi, It seems like we cannot use two GLSL shader programs at a time. Hence, I need to merge both fragment and vertex programs to use them together Is there a way to use more than 2 shaders ? In Jitter, there is jit.gl.slab that allows that. http://www.cycling74.com/documentation/jit.gl.slab If not possible in Gem, that would be an awesome add-on to it. ___ 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] Gem: Using 2 glsl_program objects ?
quad, as in 4 verts, as in a plane. Texture your quad, bind the quad to the shader you want, render it the quad with bound texture and shader to another texture (b), output the texture (b) to the next effect in the chain. On Nov 25, 2007, at 5:48 PM, Alexandre Quessy wrote: Hi, 2007/11/25, vade [EMAIL PROTECTED]: I agree, this should be possible in theory. I suspect one should be able to build an abstraction that would dynamically load a shader program, render to a quad, send that quad to a texture and output the texture. This is basically all jit.gl.slab does for stream processing. What do you mean by a quad ? You mean to render it to a texture ? This would need to use something like pix_snap2tex ? (capturing the whole window render) a I still have heard nothing on the multitexture issue for GLSL however, so there may be some gotchas. On Nov 25, 2007, at 3:40 PM, marius schebella wrote: Hi alexandre, why do you think it is not possible? or what exacactly do you want to do? If you try to have several glsl programs like a filter bank, first do glsl-blur, then glsl-bloom, then glsl-apply-texture-to-model... then I think this only works with gemframebuffer plus playing around with texunit 0, texunit 1, and so on... and maybe also the right in/outlets of texture to reference gpu textures. unfortunately GEM on os x 10.5 is still broken, so I can only do very rudimentary stuff (no developing), but before that I was trying to do exactly this and I think it should be possible to do. marius. Alexandre Quessy wrote: Hi, It seems like we cannot use two GLSL shader programs at a time. Hence, I need to merge both fragment and vertex programs to use them together Is there a way to use more than 2 shaders ? In Jitter, there is jit.gl.slab that allows that. http://www.cycling74.com/documentation/jit.gl.slab If not possible in Gem, that would be an awesome add-on to it. ___ 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 -- Alexandre Quessy http://alexandre.quessy.net http://www.puredata.info/Members/aalex ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] performance on osX
Um. Typically all of the GUI is GPU powered, and should not hit the CPU. Why do you think this? There are plenty of high performance applications that run just dandy on OS X. On Nov 22, 2007, at 5:43 PM, cyrille henry wrote: I'm fairly positive it has to do with whether Aqua handles the graphical interface or not. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] performance on osX
MBP 2.33, 3GB ram, OS X 10.5.1, also @ 40% Just for another data point. :'( ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] t b b f etc...
This is correct. Trigger helps determine patch event sequences. With max you can 'rely' on screen position, but in PD you want to be explicit with the ordering you want. Trigger accomplishes this. On Nov 22, 2007, at 1:43 AM, David Merrill wrote: (I think it's determined by the order in which you originally connected them) ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Pd and gpgpu
Max MSP/Jitter has bridge objects that convert from audio rate to matrices and back, which would be needed in PD land to readback from the GPU, and convert to an audio rate signal. Thats how this is done. Otherwise i have no idea how you would implement souch a patch. On Nov 10, 2007, at 8:55 AM, Georg Holzmann wrote: Hallo! it is true that the gpu is unused most of the time and could be used to do fast calculations, but the main output for graphicscards is the screen and reading back into ram can be slow. (of course slow is a relative term). I also see a problem in the different formats for audio and images. most graphics cards are optimized for vec4 processings (4 parallel color channels). and audio... Well, there are already quite some papers/software for audio processing on the gpu (see e.g. http://www.gpgpu.org/cgi-bin/blosxom.cgi/Audio%20and%20Signal%20Processing/index.html) . But AFAIK nobody did this with pd up to now ... LG Georg ___ 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] stupid GUI tricks
Hans, you are a god amongst men. (AND WOMEN - I mean girls, sorry *cough*), very nice! On Nov 7, 2007, at 4:30 PM, Phil Stone wrote: Very cool. Now I can stop using superfluous canvases to get the background I like. Phil pkstonemusic.com Hans-Christoph Steiner wrote: Ok, all this Tcl/Tk has started to rot my brain, so here are some stupid GUI tricks: http://eds.org/~hans/pdsketch/stupidguitricks.png - change patch background colors in a patch! - make your patches transparent! - use lots of Tcl/Tk config options! Works on my machine :D and hopefully tomorrow's auto-builds... http://autobuild.puredata.info/auto-build/2007-11-08/ (if that link does work, it's not there yet) .hc The arc of history bends towards justice. - Dr. Martin Luther King, Jr. ___ 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] changing the look of Pd to be more readable
May I make one humble suggestion? Is it possible to remove the GIANT 3 PIXEL BLACK BORDER around the edges of a selected patcher window on OS X? Its highly distracting and really ruins the improved aesthetic (and work) of the newer PD extended nightlies. Thank you, ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] 3 1/2 shaders help!
Hi. I was working a bit with Marius on porting the shaders, and would love to figure out the issues with multitexturing with GLSL programs. If a developer (chris?) would be kind enough to point me in the right direction... Marius mentioned an email a while ago pointing out a typo in a GEM c file. Reports indicated that fixing this typo resolved multitexturing issues. Marius checked the latest GEM builds included with Extended (0.4.xxx), which do include the fix for the typo (i rather than 1), however neither of us seem to be making any leeway wrt multitexturing. Id love any pointers. Thanks, On Nov 4, 2007, at 7:38 PM, marius schebella wrote: hey, I was working on shaders recently and put some stuff online http://www.parasitaere-kapazitaeten.net/Pd/4shaders shader #3 is the most advanced, uses a normal map texture. but I am still running into problems when using multiple shaders. the problem (again) is, that gl_MultiTexCoords1 does not get the correct values passed from GEM. so the 4th shader should use two images of different sizes, but I only got it working very rudimentary. If anyone can help me with this, it would solve a very big problem! (chris?) Thanks to vade so far for his support! marius. ___ 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] 3 1/2 shaders help!
if that is the issue, then it should (?) work for sampler2D and texture2D, but I thought we had tested that the other night at the Patching Circle and found it to not work? ill write a simple shader shortly using square textures as inputs and we can test the theory out. On Nov 6, 2007, at 9:13 PM, marius schebella wrote: yes, I was referring to cyrille's mail http://lists.puredata.info/pipermail/pd-list/2007-07/052026.html but that is already included in the current version. also, this mail seems to be related to the problem http://lists.puredata.info/pipermail/gem-dev/2007-08/002873.html marius. vade wrote: Hi. I was working a bit with Marius on porting the shaders, and would love to figure out the issues with multitexturing with GLSL programs. If a developer (chris?) would be kind enough to point me in the right direction... Marius mentioned an email a while ago pointing out a typo in a GEM c file. Reports indicated that fixing this typo resolved multitexturing issues. Marius checked the latest GEM builds included with Extended (0.4.xxx), which do include the fix for the typo (i rather than 1), however neither of us seem to be making any leeway wrt multitexturing. Id love any pointers. Thanks, On Nov 4, 2007, at 7:38 PM, marius schebella wrote: hey, I was working on shaders recently and put some stuff online http://www.parasitaere-kapazitaeten.net/Pd/4shaders shader #3 is the most advanced, uses a normal map texture. but I am still running into problems when using multiple shaders. the problem (again) is, that gl_MultiTexCoords1 does not get the correct values passed from GEM. so the 4th shader should use two images of different sizes, but I only got it working very rudimentary. If anyone can help me with this, it would solve a very big problem! (chris?) Thanks to vade so far for his support! marius. ___ 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] changing the look of Pd to be more readable
I agree, 1px looks better, and I very much like the versions with the colored patch coords. I think the gray sans border ones are too diffuse, and do not catch your eye fast enough, so you have to work MUCH harder to make out the patch structure. If it is possible to add user preference for these options, at least things like - control rate patch coord color audio rate patch coord color optional arrows (I notice you have them in there subtly) object box border color message box border color object box interior color message box interior color font color background canvas color. it might also be useful to have a very subtle background grid drawn on the canvas at certain intervals to help patch organization. Quartz Composer has this, as does Max 5 (not saying you HAVE to have it, but it might be a nice addition. I think the overall goal should be to increase visual differentiation between graphic representation of different objects on screen, like objects, abstractions, externals, patchcoord types, inles and outlets. This is *really* important, as many people learn through their eyes, and being able to visually identify components of a patch will ease in learning, ease in patch flow understanding, and lower common error rates and disambiguate LOTs of things. Great work. Im all for it. These are the kind of quality of life issues so few open source projects attempt to tackle, and what keep many people from actively using some software. Awesome. On Nov 3, 2007, at 3:11 PM, Roman Haefeli wrote: hi all i like the idea of optimizing pd's appearance, although i think it's only details, that should be improved. personally, i'd prefer boxes like that: http://romanhaefeli.net/ramsch/nu_peedee_stuyl.png because: 1) 1px border looks better. 2px or more looks like drawn with a clumsy pencil 2) a border is still needed, otherwise the boxes seem to disappear and the strong presence of connections with very light boxes looks strange and makes it hard to follow a patch. 3) borders are grey not black in order to emphasize the text. 4) light grey filled boxes in order to better distinguish patch from canvas why i like in the examples from: http://eds.org/~hans/pdsketch/ 1) the inlets and outlets. 2) anti-aliased connections roman On Sat, 2007-11-03 at 14:24 -0400, Hans-Christoph Steiner wrote: I think there is a lot that could be done to the look and feel of Pd that would make it much more efficient and usable. I think it is crucial to avoid flashiness, one of Pd's strengths is its lack of flashiness (no segmented patch cords! ;) But small things can make a big difference. For example, I think the inlet you're about to drop a connection onto should highlight itself, that would make life a lot easier. You can just drag to the middle of the box to connect to and see which inlet is selected instead of having to aim for the tiny inlet. Another thing is having the inlets and outlets look slightly different based on whether they are audio, message, or both. Another thing would be to automatically shape a cord when it is used to feedback to the top of a patch. This is the only time when I think that segmented patch cords are useful. Some of these ideas already exist, maybe in DesireData, maybe in Max/ MSP, maybe jMax, wherever. I'd like to try to come up with a coherent idea of the whole look. Another thing is choosing the line colors, weights, shapes, etc. I've been thinking a bit of how to make a patch more readable. Color, shape, and weight should be used to highlight what is important in the patch. I think that the shapes of the object box vs. the message vs. the atom box are a nice feature. I think that having them drawn in sharp, black lines draws too much attention to the boxes themselves, rather than the text, which is more important. Here are a couple of quick sketches I did, while talking with Roman, vade, and others: http://eds.org/~hans/pdsketch/ I'd like to see other sketches along these ideas. .hc Mistrust authority - promote decentralization. - the hacker ethic ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list ___ Telefonate ohne weitere Kosten vom PC zum PC: http:// messenger.yahoo.de ___ 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] TkWidget library
for what its worth, Max has a preference that sets the frequency of all screen refreshes of patcher objects. This can be useful to reduce GUI overhead on heavy patches. On Nov 3, 2007, at 5:05 PM, João Miguel Pais wrote: Even tho the screen updates at least evern 16ms, most GUI object do not benefit from that at all. For example, number boxes would be totally fine updating every 100ms or more, unless you like the look of blurry numbers flying by. Sliders and buttons probably would be fine at 50ms also It would be nice to have this as part of the GUI API, so that it is easy to use. if things are being improved, a principle that I find important is the possibility to unlock these settings to general use. that is, instead of just improving them, for example creating a command displayfr or whatever that each object could understand. then instead of locking the parameters in a different setting, more possibilities are possible. (or would something like that imply too much work?) ___ 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] [OT] about sexism
Chuck, for what its worth, I completely agree with you. Let PD evolve and serve its community, and dont foist it on any group. If you build it, they will come - assuming they are even interested. The best way to be gender neutral is not to make the distinction. Word. Up. v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] about sexy-ism
Haha. That made my day. Well done. Yeah, calling him a virgin, real original. On Oct 26, 2007, at 6:39 AM, hard off wrote: i went to the [pool] last week, and met this zexy girl, she was a real GEM - a totally rradical chick. We started to [swap] some glances, and not being one to do anything [unauthorized], i asked her, hey, do you want to [route]? ..she said sorry it's that [time] of the month and i said, hey, don't worry, i can part your red sea like [moses] ..she gave me a [stripnote], so i pulled down her panties, opened her [spigot], and then after a bit of a [delay] we got [hip~] to [hip~] and had a good ol' fashioned [bang] . after several minutes with our bodies in a tight [wrap~], she asked to [change] positions, so i took out my [vslider] from her [openpanel] and put her on the kitchen [table]. she was ready to [receive] my [pipe] again. so i thrust my [outlet] into her [inlet], stopping occasionally to [switch~] positions, [until] finally she let out a loud [noise~] and i shot my [loadbang]. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] about sexy-ism
Its a joke. Get over it. Comedians do it at venues of over a 1000 all the time. Ever hear of George Carlin, Bill Hicks, Eddy Murphy (back when he was funny..), etc etc. Whether or not the PD list is the place for this, well, frankly, I'll agree it isnt, but that was my point about 3.5^10 emails ago - this thread is mind boggingly off topic - but that did not stop discussion over such amazingly interesting topics as the etymology of sexism, constructive comments about street jargon, academia and fun statistics over who applied and got accepted to what. Jesus fucking christ, its a joke about CONSENSUAL SEX USING PD OBJECTS AS A METAPHOR. OH NO. OH DEAR GOD OH MENSTRUATION. OH YUCK BOO HOO. No one notices Hard off also making fun of himself there. Ah, so typically one sided. Look. We are all humans. Some of us have vaginas, others penises. (hell some even have both) Some of us use PD and/or other Dataflow languages. Can we PLEASE GET OVER IT ALREADY? That email was more a comment on the lunacy of the aforementioned thread as well as some of you over intellectualizing every goddamn last minutiae of the topic - rather than an actual genuine heartfelt AFFRONT TO ALL OF WOMANKIND. Perhaps if you took of your lab coat, removed the various PHDs from behind your desk, and any other assorted academic paraphernalia that may be laying about* - including the self righteousness - you might see that last email as an attempt to cut through the bullshit of this topic. Im sorry I have to spell it out for you. *I am well aware that you and others may literally have said items behind your potentially non existing desk, however, I hope you can all grok the metaphor - somehow I feel ill be disappointed yet again... The bottom line is, if PD is going to be used by Artists, prepare to be offended. On Oct 26, 2007, at 2:20 PM, Alexandre Castonguay wrote: I think the post and this attitude has no place on this list. The use of objects is smart but it doesn't excuse the moronic and offensive nature of the post. What makes you think that your freedom of speech should come at the expense of women feeling violated and insulted? I wonder if you would state something like that before a crowd of 1000. I feel disgusted. Alexandre Haha. That made my day. Well done. Yeah, calling him a virgin, real original. On Oct 26, 2007, at 6:39 AM, hard off wrote: i went to the [pool] last week, and met this zexy girl, she was a real GEM - a totally rradical chick. We started to [swap] some glances, and not being one to do anything [unauthorized], i asked her, hey, do you want to [route]? ..she said sorry it's that [time] of the month and i said, hey, don't worry, i can part your red sea like [moses] ..she gave me a [stripnote], so i pulled down her panties, opened her [spigot], and then after a bit of a [delay] we got [hip~] to [hip~] and had a good ol' fashioned [bang] . after several minutes with our bodies in a tight [wrap~], she asked to [change] positions, so i took out my [vslider] from her [openpanel] and put her on the kitchen [table]. she was ready to [receive] my [pipe] again. so i thrust my [outlet] into her [inlet], stopping occasionally to [switch~] positions, [until] finally she let out a loud [noise~] and i shot my [loadbang]. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ 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 v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [OT] Re: about sexism is TERMINATE THREAD PLEASE
In my defense (for my instigative comments earlier in the thread), im not macho/sexist in any way, I am simply lewd, loud and obnoxious and enjoy cynical humor, because the joke is not the joke, its the fact that some genuinely may laugh at it. Some may even call me an asshole, but hey, at least I didnt *start* this goddamned thread. Anyway if you were offended, too bad. Really, Im not sure where the right to not be offended comes from, but frankly, if the list (and PD by extension) is truly to be open, someones going to be offended - get used to it. I realize one of my responses was sent privately, but I really want to say, for the women (and yes, I agree, speaking of women as girls is pretty dismissive), on the list that lurk, if you are offended by any speech on this list, its your job to speak up, lest it be perpetuated. Same goes for any group or individuals. However, I share the confusion on where the hell this whole thing came from. Frankly I think its a non issue. My opinion may not count though, as I have a penis. But fuck, I really do hate feminism as it is an ism, and by that I mean it has some strange life of its own. I could not be more for equality though. Well said. You know, I showed this thread to my girlfriend, and she basically rolled her eyes and laughed at everyone who takes this thread seriously. Stop trying to be so goddamned 'fair' and pay more attention to user experience in PD, its interface, compatibility and improving the overall experience of *using* the software. Perhaps all the *girls* (GROSS!) are using Max? On Oct 18, 2007, at 3:51 PM, Chuckk Hubbard wrote: On 10/18/07, Yves Degoyon [EMAIL PROTECTED] wrote: ola, this is an excellent summing up of all that is wrong here... i didn't except to find soo much c.r.a.p. under the carpet .. you can call me a troll, but i don't think i'm so braindead [maybe tired]. You never did explain why you claimed to read phrases like wet dream and gang bang here every day. Does this kind of language permeate the list whenever I turn my back? As far as I can tell your statement was a downright lie, and it caused a pretty long thread full of OT arguments. ==troll i started this thread mainly because i wonder why some women feel the need to create their own structures and events, and why we go straight to separatism, separate women and men, . so why we should have different agendas? one of the reason is that women can't take this macho c.r.ap. anymore. I'm not big on macho crap either, and you obviously aren't. A lot of times when people form their own separate structures, it's as much shyness as intimidation. Has THIS happened due to the language on this list?? Anyway I don't interpret crass humor as macho. Is Southpark macho? Does it repel women? -Chuckk -- http://www.badmuthahubbard.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] That's a surprising new look
Hans, thats the whole point of presentation mode, to separate the patching logic from the presentation! you can organize your gui elements in the code in places that make sense and follow the logical flow of the patch, and then present them in the UI however you choose. I am so glad they finally listened to Max users screaming for PD's keyboard shortcuts for instantiation of objects method. Will make patching much faster for us Max users. On Oct 9, 2007, at 2:55 PM, altern wrote: these links interesting as well. An article by Zicarelly: http://www.cycling74.com/?op=displaystory;sid=2007/9/28/105551/882 and videos showing the new max: http://www.cycling74.com/story/2007/10/5/91222/9559 Hans-Christoph Steiner(e)k dio: Hmm, looks nice, with lots of nifty features. But I think a lot of them would drive me nuts. Like the fact that you can move the GUI elements around in presentation mode separately from edit mode. .hc On Oct 8, 2007, at 9:53 PM, Thomas O Fredericks wrote: http://createdigitalmusic.com/2007/10/08/first-max-5-preview- music-patching-the-next-generation/ ___ PD-list@iem.at mailto:PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list - --- You can't steal a gift. Bird gave the world his music, and if you can hear it, you can have it. - Dizzy Gillespie - --- ___ 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 v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [OT] Re: about sexism
ATTENTION ARTISTS. CALL FOR WORK Prospective new media collective* in NYC is asking prospective programmers to help design software for Pure Data/GEM We are in desperate need of implementations of the following objects: [fistfuck] [asstoass] [asstomouth] [gagger] [dp] [bukakke] [orgy] [GEM_Camwhore] Fellowships to be considered with application. * I could not think of an ironic name. ** yes I am like a 12 year old. But seriously, this thread was half amusing and half exasperating. heres adding to the noise. On Oct 8, 2007, at 12:41 PM, Mathieu Bouchard wrote: On Mon, 8 Oct 2007, Frank Barknecht wrote: Of course, hacker slang can be sexist as well, even racist if you look at the term Mongolian Hordes technique above. If only you had had those real Mongolian hordes rushing towards you at the appropriate time in history, you would understand... There's a difference between being sensitive to racism and dismissing history. _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801, Montréal QC Canada___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [OT] Re: about sexism
Because the Mongolians did it so much better as to be noteworthy? And dont forget the Vikings, we were pretty legendary. Then the damn Christians tamed us. But im also an American citizen (my mother is Scandinavian), so you have my explicit permission to speak of the current American Hordes, should you need to specify any group of people with a horde/Invasion/rape/torture analogy, or if you are feeling a bit reminiscent, to use viking rather than mongolian, you will at least offend n-1 people on the PD list. Thanks, On Oct 8, 2007, at 10:40 PM, Chris McCormick wrote: On Mon, Oct 08, 2007 at 12:41:22PM -0400, Mathieu Bouchard wrote: On Mon, 8 Oct 2007, Frank Barknecht wrote: Of course, hacker slang can be sexist as well, even racist if you look at the term Mongolian Hordes technique above. If only you had had those real Mongolian hordes rushing towards you at the appropriate time in history, you would understand... There's a difference between being sensitive to racism and dismissing history. I wonder why we don't refer to the european hordes rushing into countless continents, slaughtering and raping the local peoples for the last few hundred years? There is a difference between dismissing history and selective memory. Best, Chris. --- http://mccormick.cx ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [Gem] pix-native?
Most VJs use something very lightly compressed, and use a spatial only compressor, non temporal codec (some call these editing vs delivery codecs or intra vs interframe encoding). This makes it easier to seek to a frame (scratching and jumping around, etc) More than likely you will be fine with photojpeg (for progressive) and motion jpeg-b (for interlaced footage) at around 75% quality. Compressions is a tradeoff with bandwidth and cpu time spent decoding. For example Uncompressed 1080i is around 170/sec. Uncompressed Standard Def NTSC around 27MB/s (not including audio streams) Compare to HDV and DV which is 3.6MB/sec more here : http:// www.apple.com/xsan/videoworkflow.html Jpeg codecs live in the middle of that realm, depending on your quality setting, framesize and frames per second. If you can sustain the datarates for the number of streams you want the uncompressed will always win with ease of CPU decoding, at the expense of being NASTILY hard on your drives. In other words, Chris was saying, there is no universal answer and you will have to do some testing. On Jul 29, 2007, at 11:36 PM, yonsei wrote: Hi, I see. I am running powerbook G4 1.67 with OS 10.4.10 thank you Baruch On Jul 30, 2007, at 2:03 AM, chris clepper wrote: The answer depends a lot on your OS and hardware. On 7/29/07, yonsei [EMAIL PROTECTED] wrote: Hi, Is there a 'native' container or codec for [pix_film], in terms of minimizing cpu load in rendering to gemwin? I guess qt mov would be the preferred container, but is there anything better? What about codecs? I have gotten about 33% less load (than photojpeg) by using uncompressed qt, but is there anything better? thanks! Baruch ___ 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 v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM: multitexturing in GEM
This is great news. Im super busy trying to finish up some things for another project, but come mid august I should have time to port the shaders im working on to PD, and now that Hans is back in NYC I can get him to help ;) Thanks Chris for taking the time to look into this. I havent had a chance to ask the C74 guys anything, but at this point I guess I dont need to. Much appreciated! On Jul 12, 2007, at 11:01 PM, Hans-Christoph Steiner wrote: Come tomorrow, you'll have a list of builds from the build farm... .hc On Jul 12, 2007, at 3:35 PM, chris clepper wrote: Great! Which platform and hardware are you testing on? I should have mentioned that I've only tested on OSX/Nvidia here. On 7/12/07, cyrille henry [EMAIL PROTECTED] wrote: it works here. thanks a lot. cyrille chris clepper a écrit : CVS is updated. Hopefully this won't break anyone's compiles. The attached files are a test patch and the shaders. I will be out of town for a few days and not able to work on this again until next week. On 7/12/07, chris clepper [EMAIL PROTECTED] wrote: I have multitexturing working with GLSL. While I upload the changes to CVS I can explain how it works. GLSL shaders cannot directly talk to hardware like ARB ones can. The application side code has to tell the shader which hardware texture unit to use. Obviously when I compile GEM there is no way in hell to know what the shader variables are going to be named, so another method to tell the shader which unit to use needs to be in place. One solution is to hardcode the names of the sampler variables, but that is kind of a hack. The one I put in place uses a message to the glsl_program object with the name of the sampler and the texture unit to use. How to use: 1) create gemwin and turn on rendering 2) load shader 3) send a [mySamplerName $1( message to glsl_program 4) load two movies or images 5) set one of the pix_texture units to upload to the same texture unit you told the shader to use with a [texunit $1( message This change should be in CVS soon. I will post an example patch in a bit. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list -- -- Using ReBirth is like trying to play an 808 with a long stick.- David Zicarelli ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
[PD] PD] Shader for 3d flattening
This is typically called render to texture, and shaders dont particularly solve this problem (at least, as far as my limited knowledge of them has ascertained).You should be able to use pix_snap2tex (I recall this from my old GEM work), to 'render' to a texture and then process those textures with GLSL shaders.Here is an example patch which uses pix_snap (not to texture), I just tested it and it throws some errors, but it should demonstrate the theory. vade_gl_pd.pd Description: Binary data On Jul 7, 2007, at 10:49 AM, maciej wojnicki wrote:hello listI have been reading the thread about the glsl shaders lately and got quite excitet about all the possibilities that open with this method.I am wondering if I could find somewhere a shader that would take some gem primitives and flatten them to a picture of desired size (e.g. 640x480) so it would then be possible to process them with pix objects.For example I`d like to take some rectangulars, flatten them and then use it as a mask for some video, combining two pictures with pix_multiply.Is there any shader like that?Anyone knows how to write it?Thank you in advanceAll the best.Maciej Expecting? Get great news right away with email Auto-Check.Try the Yahoo! Mail Beta.___PD-list@iem.at mailing listUNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list v a d e //www.vade.infoabstrakt.vade.info v a d e //www.vade.infoabstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM: multitexturing in GEM
Er. Im not sure I like the term 'lubrication' for this particular type of transaction. :) Although I am used to getting fucked by graphics environments. *cough*. Im still curious what Chris has to say however. On Jul 6, 2007, at 6:07 PM, Kyle Klipowicz wrote: Yes, please do ask the Jitter devs about this. There does not seem to be too much overlap between Gem and Jitter (at least from what is visible on Pd-list), so your 'lubrication' for their interaction would be appreciated. ~Kyle v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM: multitexturing in GEM
Well, ive released the beta for Jitter. You guys are free to port whatever you want, but Ive heard nothing on the multitexturing side of things for PD. Im a bit saddened by that, but, whatever. http://001.vade.info has the jxs files, help files, shaders and example content. Hopefully this can get sorted out soon enough. v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] GEM: multitexturing in GEM
youre clearly not listening to me. I want to run my own mixing algorithms within a GLSL shader which needs to reference 2 or more textures. pix_mix is not what I need. v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] render pd files
Ah. That is interesting. I was not aware of that at all. Thanks for the info. On Feb 5, 2007, at 2:54 PM, carmen wrote: it does use vectors for the main GUI elements. they might not be antialiased on your platform , but a tk scaling setting or tkpath installation can fix that.. v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] render pd files
Yeah. Those are really great. it would be lovely if PD proper could use SVG/vector format for the main GUI element, rather than bitmaps. THis would really give PD a huge edge, and allow for re-use in other areas on other platforms, etc. Very nice work! On Feb 5, 2007, at 3:34 AM, Jamie Bullock wrote: On Fri, 2007-02-02 at 19:11 +0100, Andre Schmidt wrote: ps. more fun for gecko1.8 based programs (svg+javascript) http://osku.de/svg/gui-examples/ made with xulrunner in mind (cause using middle and right mouse button) That's really nice. Do you mind if people use/modify/hack for their own purposes? Jamie ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Apple iPhone
how quickly the tide changes. iPhone is not Intel. http://yahoo.reuters.com/news/articlehybrid.aspx? storyID=urn:newsml:reuters.com: 20070110:MTFH49765_2007-01-10_17-52-32_N10288928type=comktNewsrpc=44 Samsung ? http://biz.yahoo.com/ap/070110/sector_snap_semiconductors.html?.v=1 ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Apple iPhone
Well, no official support for it. Jobs actually stated that to allow applications on the iPhone apple have will screen them. Google and Yahoo are already writing applications for it (on record), with apples go ahead. This means that apps can, and will be made available. chances are they will be somehow digitally signed. Note the extra spaces for icons on the home screen - thats a pretty big hint. but whatever, if verified 3rd party applications are possible, homebrew is possible, just look at the PSP/DS scene. Im hopefull - but christ its expensive (and 6 months away..) On Jan 11, 2007, at 11:32 PM, Abram Hindle wrote: Matthew Shanley wrote: Sorry to be the buzz kill, but this hurts me as much as anyone else. Word on the street is that there will be no possibility of software development or installation of software by anyone but apple. ... If you can save webpages or open local webpages in safari then you can run little toy javascript applications. abram ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Apple iPhone
http://yahoo.reuters.com/news/articlehybrid.aspx? storyID=urn:newsml:reuters.com: 20070110:MTFH36379_2007-01-10_09-19-12_FAB012644type=comktNewsrpc=44 Doesnt say much, but points to XScale or one of intels other lower power embedded CPUs. On Jan 10, 2007, at 9:43 AM, Kyle Klipowicz wrote: Unfotrtunately, their tech specs aren't that detailed: Technical Specifications Screen size 3.5 inches Screen resolution 320 by 480 at 160 ppi Input method Multi-touch Operating system OS X Storage 4GB or 8GB GSM Quad-band (MHz: 850, 900, 1800, 1900) Wireless data Wi-Fi (802.11b/g) + EDGE + Bluetooth 2.0 Camera 2.0 megapixels Battery Up to 5 hours Talk / Video / Browsing Up to 16 hours Audio playback Dimensions 4.5 x 2.4 x 0.46 inches / 115 x 61 x 11.6mm Weight 4.8 ounces / 135 gram On 1/10/07, vade [EMAIL PROTECTED] wrote: Ive heard read reports (unconfirmed) that its intels XScale. Possibly also has 16Mb dedicated graphics. GEM too please :) Jobs also had a video output cable during they keynote, which is pretty badass, if thats an option down the road On Jan 10, 2007, at 12:40 AM, Hans-Christoph Steiner wrote: Know anything about the hardware? If it really is running OSX as they claim, porting it should trivial. My guess is that it uses integer-only CPUs like ARMs. So then it could use Günter's PDa. .hc On Jan 9, 2007, at 4:08 PM, Kyle Klipowicz wrote: Sorry for the cross post. I can't wait to see when Pure Data gets on this thing. http://www.apple.com/iphone/ ~Kyle -- http://theradioproject.com http://perhapsidid.blogspot.com (()()()(()))()()())( (())(())()((( ))(__ _())(()))___ (((000)))oOO ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list - --- All information should be free. - the hacker ethic ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list -- http://theradioproject.com http://perhapsidid.blogspot.com (()()()(()))()()())( (())(())()((( ))(__ _())(()))___ (((000)))oOO ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] Apple iPhone
Ive heard read reports (unconfirmed) that its intels XScale. Possibly also has 16Mb dedicated graphics. GEM too please :) Jobs also had a video output cable during they keynote, which is pretty badass, if thats an option down the road On Jan 10, 2007, at 12:40 AM, Hans-Christoph Steiner wrote: Know anything about the hardware? If it really is running OSX as they claim, porting it should trivial. My guess is that it uses integer-only CPUs like ARMs. So then it could use Günter's PDa. .hc On Jan 9, 2007, at 4:08 PM, Kyle Klipowicz wrote: Sorry for the cross post. I can't wait to see when Pure Data gets on this thing. http://www.apple.com/iphone/ ~Kyle -- http://theradioproject.com http://perhapsidid.blogspot.com (()()()(()))()()())( (())(())()((( ))(__ _())(()))___ (((000)))oOO ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list -- -- All information should be free. - the hacker ethic ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] [PD-announce] NYC Patching Circle: Wed, Jan 3rd
This is actually a good idea. We might even be able to do some streaming video/audio. Id be worried about turning it too much into an 'event' rather than more of a work-shop/programming circle. Ive tried to get things done there, and its nice to share ideas, but I dont think it should be much of a spectacle so to speak. might be nice to do a wrap up video of some ideas, techniques and patches being used/edited/created during the evening though. If only we (I) had time... On Jan 2, 2007, at 12:26 PM, Jarbas Jacome wrote: Hello, Hans. Very nice idea this of Patching Circles! Are you recording that events? Like in video, blog or an informal report. It would be nice for us from distant countries. ;) Best regards! j.jR. On 12/31/06, Hans-Christoph Steiner [EMAIL PROTECTED] wrote: This Wed, Jan 3rd 6-9pm. http://idmi.poly.edu/node/98 This is an informal gathering of patching and patchers (Max/MSP/ Jitter, Pure Data, and even jMax, EyesWeb, , etc.). Beginners and Experienced welcome. Open to everyone, students, the public, etc. Work on school projects, personal projects, ask for help, help others, or just patch quietly to yourself, in a room full of other people patching patches and helping other people patch. Following a New Year's Theme, we thought that we should have a session on best practices. How do you make sense of all those boxes and cords? Let's share ideas. RSVP and I'll put you on the guest list at the door. Otherwise call 718 260 3693 when you get there. Directions All events will take place in Rogers Hall at Polytechnic's Brooklyn campus, on the second floor, in room RH207. The entrance is on Jay St. Across the street from the Marriott. * train to Jay Street-Borough Hall * train to Borough Hall (walk one block East to Willoughby Street and make a left on Jay Street) * train to Lawrence Street-MetroTech(walk one block North on Lawrence Street) * train to Dekalb Avenue(walk two blocks North toward Manhattan Bridge and make a left on Myrtle Avenue into MetroTech) For more directions, see http://www.poly.edu/directions/ .hc - --- If you are not part of the solution, you are part of the problem. ___ PD-announce mailing list [EMAIL PROTECTED] http://lists.puredata.info/listinfo/pd-announce ___ 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 v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] cellular automata
Er, Actually I own a copy of Max/MSP, thank you very much, and actually I have published a set of libraries for Max, free, open source, thank you very much. as far as cracking, I can get the crack for Max, I choose not to - cycling has been incredibly supportive. Thanks for replying on list too, when I chose to simply take it private. fucking hell. On Dec 11, 2006, at 8:54 PM, Mathieu Bouchard wrote: On Mon, 11 Dec 2006, that very same person wrote: I guess im simple minded and cant take a joke. Im simply sick of the bullshit FOSS political/idealist ranting. Apologies - I did not get the joke. No, you're sick of FOSS because you can get the crack for MAX/MSP. That's a lot better because then you can use lots of efforts that have been paid for, without having to pay for them. That's a lot easier than putting any kind of effort into software that nobody has paid for. and it's incredible that after you've been told that it's not a political rant, you persist talking about the political rant. Where's the political rant? ps: http://lists.puredata.info/pipermail/pd-dev/2005-08/004623.html _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju | Freelance Digital Arts Engineer, Montréal QC Canada___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/ listinfo/pd-list v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list
Re: [PD] cellular automata
Well, then dont go accusing me of piracy. See, this can go on forever. Note how I apologized in my second email. Im going to leave it at that - flame on if you wish. On Dec 11, 2006, at 11:22 PM, Mathieu Bouchard wrote: On Mon, 11 Dec 2006, vade wrote: Thanks for replying on list too, when I chose to simply take it private. You chose to reveal yourself. I had removed your name from both emails that I sent to the list. Actually I own a copy of Max/MSP, thank you very much, Well, you see, now I wish I had just not replied to that first mail that you sent me - or even just the second one. I'm not interested in knowing whether your license is real. I don't want to talk to you. It doesn't have to do with MAX, it's just the kind of mail that you write me. _ _ __ ___ _ _ _ ... | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju | Freelance Digital Arts Engineer, Montréal QC Canada v a d e // www.vade.info abstrakt.vade.info ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list