[PD] noob GEM question

2008-04-29 Thread Eirik Blekesaune
Hi,

I would like to generate a series of frames in realtime. When every  
new frame is created I want all the previous frames to be translated  
to the left(or any other direction for that matter), so that it looks  
like  something groving sideways. Every new fram i generated in the  
same location, just the previous frames are moved.

How can I do this using GEM?

Best,
Eirik Arthur Blekesaune

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Re: [PD] noob GEM question

2008-04-29 Thread B. Bogart
There is a texture feedback example patch in Gem, (07.feedback I think)

Just change the sphere into a square and translate it as needed.

.b.

Claude Heiland-Allen wrote:
 Eirik Blekesaune wrote:
 Hi,

 I would like to generate a series of frames in realtime. When every  
 new frame is created I want all the previous frames to be translated  
 to the left(or any other direction for that matter), so that it looks  
 like  something groving sideways. Every new fram i generated in the  
 same location, just the previous frames are moved.

 How can I do this using GEM?
 
 Texture feedback is one way.  You can use [pix_snap2tex] to capture the 
 render window to a texture, then texture it on a rectangle translated 
 slightly to the left (or any other direction).
 
 Unfortunately my video drivers are currently broken so I can't make an 
 example right now.
 
 Best,
 Eirik Arthur Blekesaune
 
 
 Claude


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Re: [PD] noob GEM question

2008-04-29 Thread Claude Heiland-Allen

Claude Heiland-Allen wrote:

Eirik Blekesaune wrote:

Hi,

I would like to generate a series of frames in realtime. When every  
new frame is created I want all the previous frames to be translated  
to the left(or any other direction for that matter), so that it looks  
like  something groving sideways. Every new fram i generated in the  
same location, just the previous frames are moved.


How can I do this using GEM?


Texture feedback is one way.  You can use [pix_snap2tex] to capture the 
render window to a texture, then texture it on a rectangle translated 
slightly to the left (or any other direction).


Unfortunately my video drivers are currently broken so I can't make an 
example right now.


See attached.


Claude
--
http://claudiusmaximus.goto10.org
#N canvas 0 0 549 618 10;
#X obj 43 71 gemwin;
#X msg 57 44 0 \, destroy;
#X obj 39 105 gemhead;
#X obj 35 321 square 4;
#X obj 273 270 separator;
#X obj 37 226 pix_snap2tex 0 0 512 512;
#X obj 273 528 colorRGB 1 0 0 1;
#X msg 43 21 dimen 512 512 \, create \, 1;
#X obj 273 299 t a b;
#X obj 305 328 f;
#X obj 335 329 + 1;
#X obj 38 132 t a a;
#X obj 37 184 t b a;
#X obj 305 402 cos;
#X obj 337 349 mod 63;
#X obj 305 377 / 10;
#X obj 273 554 square 0.1;
#X obj 273 501 translateXYZ 2 0 1;
#X obj 305 429 * 2;
#X obj 413 270 separator;
#X obj 413 299 t a b;
#X obj 445 328 f;
#X obj 475 329 + 1;
#X obj 413 554 square 0.1;
#X obj 413 501 translateXYZ 2 0 1;
#X obj 413 528 colorRGB 1 1 0 1;
#X obj 445 377 / 15;
#X obj 477 349 mod 95;
#X obj 445 402 cos;
#X obj 445 427 * 1.5;
#X obj 250 208 t a a a;
#X obj 123 473 separator;
#X obj 123 554 square 0.1;
#X obj 123 501 translateXYZ 2 0 1;
#X obj 205 450 +;
#X obj 204 474 * 0.5;
#X obj 123 528 colorRGB 0 0.5 1 1;
#X obj 36 261 colorRGB 1 1 1 0.1;
#X obj 35 291 translateXYZ -0.075 0 0;
#X text 259 92 texture feedback translation;
#X connect 1 0 0 0;
#X connect 2 0 11 0;
#X connect 4 0 8 0;
#X connect 5 0 37 0;
#X connect 6 0 16 0;
#X connect 7 0 0 0;
#X connect 8 0 17 0;
#X connect 8 1 9 0;
#X connect 9 0 10 0;
#X connect 9 0 15 0;
#X connect 10 0 14 0;
#X connect 11 0 12 0;
#X connect 11 1 30 0;
#X connect 12 0 5 0;
#X connect 12 1 5 0;
#X connect 13 0 18 0;
#X connect 14 0 9 1;
#X connect 15 0 13 0;
#X connect 17 0 6 0;
#X connect 18 0 17 2;
#X connect 18 0 34 0;
#X connect 19 0 20 0;
#X connect 20 0 24 0;
#X connect 20 1 21 0;
#X connect 21 0 22 0;
#X connect 21 0 26 0;
#X connect 22 0 27 0;
#X connect 24 0 25 0;
#X connect 25 0 23 0;
#X connect 26 0 28 0;
#X connect 27 0 21 1;
#X connect 28 0 29 0;
#X connect 29 0 24 2;
#X connect 29 0 34 1;
#X connect 30 0 31 0;
#X connect 30 1 4 0;
#X connect 30 2 19 0;
#X connect 31 0 33 0;
#X connect 33 0 36 0;
#X connect 34 0 35 0;
#X connect 35 0 33 2;
#X connect 36 0 32 0;
#X connect 37 0 38 0;
#X connect 38 0 3 0;
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