Re: [PD] HD video in GEM on Linux?

2011-10-26 Thread vade
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
 
 
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Re: [PD] pd with syphon WORKS!

2011-10-25 Thread vade
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 [
 
 
 
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Re: [PD] pd with syphon WORKS!

2011-10-15 Thread vade
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.
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Re: [PD] pd with syphon WORKS!

2011-10-14 Thread vade

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.
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Re: [PD] pd with syphon

2011-10-10 Thread vade
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-
 
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Re: [PD] pd with syphon

2011-10-10 Thread vade
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-
 
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Re: [PD] pd with syphon

2011-10-10 Thread vade
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.

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Re: [PD] pd with syphon

2011-10-08 Thread vade

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
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Re: [PD] GEM: abnormal performance difference PC/Mac?

2010-04-09 Thread vade
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
 
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Re: [PD] Max Smoother Audio than Pd?

2010-03-25 Thread vade
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
 
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Re: [PD] GEM: writing an arbitrary blend function (glsl)?

2009-12-25 Thread vade
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...




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matteosistise...@gmail.com
http://www.matteosistisette.com

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Re: [PD] microbs/virus/fluids and such visuals

2009-04-21 Thread vade

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

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Re: [PD] why do i get artifacts in gem?

2009-04-14 Thread vade
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.




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Re: [PD] [Fwd: Re: [PD-announce] Fwd: Invitation: PureData and Realtime Media, Wednesday, 2/18, 4-6pm]

2009-02-19 Thread vade
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 

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Re: [PD] [PD-announce] Sat 17 Jan 2009: Share Amsterdam Launch

2008-12-28 Thread vade
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




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Re: [PD] distortion of gem visuals

2008-12-15 Thread vade
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.




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Re: [PD] Pd/MAX grudge match in Toronto next Thursday

2008-07-17 Thread vade
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

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[PD] Someone want to port this to GEM?

2008-06-19 Thread vade
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.

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Re: [PD] antialiasing for gemframebuf

2008-04-21 Thread vade
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.

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Re: [PD] antialiasing for gemframebuf

2008-04-21 Thread vade
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.

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Re: [PD] antialiasing for gemframebuf

2008-04-21 Thread vade
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


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Re: [PD] Mac OS X Intel autobuilds

2008-01-20 Thread vade
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

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Re: [PD] Structured dataflow?

2008-01-11 Thread vade
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.

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Re: [PD] per-pixel time based(with memory) effects, is it possible with fragment shaders?

2008-01-06 Thread vade
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

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Re: [PD] per-pixel time based(with memory) effects, is it possible with fragment shaders?

2008-01-06 Thread vade
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

2008-01-02 Thread vade
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.


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Re: [PD] GEM nightly issue with Pd version 0.40.3.extended-20071224

2007-12-26 Thread vade
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,

  
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Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example

2007-12-25 Thread vade
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

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Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example

2007-12-25 Thread vade
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]


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Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example

2007-12-25 Thread vade
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
 -- 
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Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example

2007-12-25 Thread vade
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]


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[PD] GEM nightly issue with Pd version 0.40.3.extended-20071224

2007-12-24 Thread vade
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,

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Re: [PD] GEM : GLSL Mixer - working 2 channel video mixer example

2007-12-24 Thread 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]

 :)

 GEM_glsl_2_channel_mixer.zip
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Re: [PD] Lua + Pd + Gem = vertex dataflow (was Re: [psql] object hand-holding)

2007-12-23 Thread vade
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.

 ---
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Re: [PD] Lua + Pd + Gem = vertex dataflow (was Re: [psql] object hand-holding)

2007-12-23 Thread vade
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.

 ---
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Re: [PD] Colour in Digital Video

2007-12-21 Thread vade

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,


 _ _ __ ___ _  _ _ ...
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Re: [PD] Colour in Digital Video

2007-12-21 Thread vade
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.

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Re: [PD] My project at IEM

2007-12-21 Thread vade

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.



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Re: [PD] Seasons Greetings

2007-12-21 Thread vade
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

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Re: [PD] PD VideoPedia Project

2007-12-12 Thread vade
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







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Re: [PD] gem, shader and framebuffer

2007-12-08 Thread vade
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


  
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Re: [PD] gem, shader and framebuffer

2007-12-08 Thread vade
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 
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Re: [PD] gem, shader and framebuffer

2007-12-08 Thread vade
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
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Re: [PD] Gem CVS + pd-0.41-0test9 + Ubuntu Gutsy : Not reading videofiles

2007-12-08 Thread vade
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...).


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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-06 Thread vade
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.

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Re: [PD] Max Pd

2007-12-06 Thread vade
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.

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Re: [PD] Max Pd

2007-12-06 Thread vade
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.


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Re: [PD] Max Pd

2007-12-06 Thread vade
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.


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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-05 Thread vade
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!





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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-05 Thread vade
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.


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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-05 Thread vade
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.


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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-05 Thread vade
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.

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Re: [PD] segmented patchcords (was Re: PD MAX)

2007-12-04 Thread vade
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?



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Re: [PD] I just made a beginner's PD tutorial and posted it...

2007-12-03 Thread vade
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?

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Re: [PD] PD MAX

2007-12-03 Thread vade
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  
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Re: [PD] Gem: Using 2 glsl_program objects ?

2007-11-25 Thread vade
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.



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Re: [PD] Gem: Using 2 glsl_program objects ?

2007-11-25 Thread vade
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.



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 -- 
 Alexandre Quessy
 http://alexandre.quessy.net
 http://www.puredata.info/Members/aalex


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Re: [PD] performance on osX

2007-11-22 Thread vade
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.


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Re: [PD] performance on osX

2007-11-21 Thread vade
MBP 2.33, 3GB ram, OS X 10.5.1, also @ 40%

Just for another data point.

:'(



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Re: [PD] t b b f etc...

2007-11-21 Thread vade
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)


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Re: [PD] Pd and gpgpu

2007-11-10 Thread vade
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

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Re: [PD] stupid GUI tricks

2007-11-07 Thread vade
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.



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Re: [PD] changing the look of Pd to be more readable

2007-11-06 Thread vade
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,



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Re: [PD] 3 1/2 shaders help!

2007-11-06 Thread vade
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.

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Re: [PD] 3 1/2 shaders help!

2007-11-06 Thread vade
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.

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Re: [PD] changing the look of Pd to be more readable

2007-11-03 Thread vade
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

 
 

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Re: [PD] TkWidget library

2007-11-03 Thread vade
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?)

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Re: [PD] [OT] about sexism

2007-10-26 Thread vade
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.

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Re: [PD] about sexy-ism

2007-10-26 Thread vade

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].

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Re: [PD] about sexy-ism

2007-10-26 Thread vade
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].


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Re: [PD] [OT] Re: about sexism is TERMINATE THREAD PLEASE

2007-10-18 Thread vade
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

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Re: [PD] That's a surprising new look

2007-10-09 Thread vade
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/

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Re: [PD] [OT] Re: about sexism

2007-10-08 Thread vade

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.


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Re: [PD] [OT] Re: about sexism

2007-10-08 Thread vade
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.

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Re: [PD] [Gem] pix-native?

2007-07-30 Thread vade
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




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Re: [PD] GEM: multitexturing in GEM

2007-07-12 Thread vade
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.








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[PD] PD] Shader for 3d flattening

2007-07-09 Thread vade

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 ___
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Re: [PD] GEM: multitexturing in GEM

2007-07-06 Thread vade
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

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Re: [PD] GEM: multitexturing in GEM

2007-07-05 Thread vade
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.


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Re: [PD] GEM: multitexturing in GEM

2007-06-29 Thread vade
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.


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Re: [PD] render pd files

2007-02-06 Thread vade
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..




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Re: [PD] render pd files

2007-02-05 Thread vade

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


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Re: [PD] Apple iPhone

2007-01-11 Thread vade

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



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Re: [PD] Apple iPhone

2007-01-11 Thread vade
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

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Re: [PD] Apple iPhone

2007-01-10 Thread vade
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

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Re: [PD] Apple iPhone

2007-01-09 Thread vade
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

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Re: [PD] [PD-announce] NYC Patching Circle: Wed, Jan 3rd

2007-01-02 Thread vade
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

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Re: [PD] cellular automata

2006-12-11 Thread vade

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

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Re: [PD] cellular automata

2006-12-11 Thread vade
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.


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