Re: [PD] [gemframebuffer] and [pix-film] ... weirdness

2018-03-05 Thread Jack
Le 04/03/2018 à 19:47, oliver a écrit :
> Jack wrote:
>> Hello Oliver,
>>
>> I reduce the patch to expose the problem.
>> The different solutions are inside.
>> Hope it helps...
> 
> it does !
> 
> thanks a lot for your explanation,
> your method also works with the chained shaders !
> 
> even though my ambition was to use one gemhead for everything, i see
> that your preferred solution with a second gemhead is much better and
> also looks more logical to me.
> 
> 
> 
> one last question:
> 
> wouldn't the [pix_buf] method be more cpu intensive ?
> 
> because it says in the help file:
> 
> "[pix_buf] is only effective if it is storing a static image. If you are
> continually modifying the buffered pix, then pix_buf is going to be
> spending a lot of time copying pixels."

If i am right, here there is no [pix_image]/[pix_video]/[pix_film]
before [pix_separator] so there is no risk to buffered pix.
The aim of [pix_separator] in your case is to "isolate" [pix_film] to
the rest of the gemchain like [separator] does about transformations
(that's why I prefer to use two gemchain in your case).
++

Jack


> 
> ... which i think i do when i'm feeding a film into it, isn't it ?
> yet i didn't notice any raised cpu power with [pix_buf] even though i
> used a 1280x720 film.
> 
> 
> 
> best
> 
> oliver
> 
> 
> 
> 
> 
>> ++
>>
>> Jack
>>
>>
>>
>> Le 03/03/2018 à 14:58, oliver a écrit :
>>> Jack wrote:
 Hey Oliver,

 Do you have a minimal patch with a shader that described your problem
>>>
>>>  ... no minimal approach with chained glsl shaders ;-)
>>>
>>> nonetheless, i managed to pack everything together (it's a zipped folder
>>> with all needed ingredients, just a pd patch and the required shader
>>> files) to demonstrate the problem.
>>>
>>> if you can spare the time to take a look at it,
>>> that would be very nice !
>>>
>>> but as i said, i already got my task working with my little hack, so no
>>> sweat, please (even though it "feels" a little fragile).
>>>
>>> best
>>>
>>> oliver
>>>
>>>
>>>
>>>
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>>
>>
>>
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Re: [PD] [gemframebuffer] and [pix-film] ... weirdness

2018-03-04 Thread oliver

Jack wrote:

Hello Oliver,

I reduce the patch to expose the problem.
The different solutions are inside.
Hope it helps...


it does !

thanks a lot for your explanation,
your method also works with the chained shaders !

even though my ambition was to use one gemhead for everything, i see 
that your preferred solution with a second gemhead is much better and 
also looks more logical to me.




one last question:

wouldn't the [pix_buf] method be more cpu intensive ?

because it says in the help file:

"[pix_buf] is only effective if it is storing a static image. If you are 
continually modifying the buffered pix, then pix_buf is going to be 
spending a lot of time copying pixels."


... which i think i do when i'm feeding a film into it, isn't it ?
yet i didn't notice any raised cpu power with [pix_buf] even though i 
used a 1280x720 film.




best

oliver






++

Jack



Le 03/03/2018 à 14:58, oliver a écrit :

Jack wrote:

Hey Oliver,

Do you have a minimal patch with a shader that described your problem


 ... no minimal approach with chained glsl shaders ;-)

nonetheless, i managed to pack everything together (it's a zipped folder
with all needed ingredients, just a pd patch and the required shader
files) to demonstrate the problem.

if you can spare the time to take a look at it,
that would be very nice !

but as i said, i already got my task working with my little hack, so no
sweat, please (even though it "feels" a little fragile).

best

oliver




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Re: [PD] [gemframebuffer] and [pix-film] ... weirdness

2018-03-03 Thread Jack
Hey Oliver,

Do you have a minimal patch with a shader that described your problem ?
It should be more easy to find a workaround if it exists but it seems
yours works perfectly.
++

Jack



Le 03/03/2018 à 12:23, oliver a écrit :
> Jack wrote:
>> Hello Oliver,
>>
>> As workaround you can put a [pix_separator] between the [t a a b] and
>> [pix_texture].
>> But yes, the bahavior is weird.
> 
> hi, jack !
> 
> thanks for your suggestion.
> 
> this "sort of" works, meaning that with one [gemframebuffer] this method
> does what you say.
> 
> if i am using more than one glsl shader in a row, each with a
> gemframebuffer, it doesn't work anymore.
> 
> anyway, my strange "[pix_image] after [pix_film]" method still does what
> i want so i will stick with that for the moment.
> 
> best
> 
> oliver
> 
> 
>> ++
>>
>> Jack
>>
>>
>>
>> Le 02/03/2018 à 01:33, oliver a écrit :
>>> hi, list !
>>>
>>> PD 0.48-0
>>> GEM 0.93.3
>>> WINDOWS 7 / 64bit
>>>
>>> i encountered a weird thing in GEM recently:
>>>
>>> when i use [gemframebuffer] with a still image (using [pix_image]) i can
>>> work with glsl shaders like shown in the GEM tutorials.
>>>
>>> however, i recently tried to do the same with a movie (using [pix_film],
>>> but only the first frame of the loaded film showed up ! subsequent
>>> "frame" messages did not work.
>>>
>>> by chance i found out that when i connected an empty [pix_image] object
>>> to [pix_film]'s left outlet, it suddenly DOES work as expected !
>>>
>>> is this the way it's supposed to be ?
>>>
>>> am i missing something ?
>>>
>>> or is this a windows thing again ?
>>>
>>>
>>>
>>> i attached a patch that demonstrates the problem
>>> (btw: using [pix_movie] instead of [pix_film] didn't change anything)
>>>
>>>
>>>
>>> thanks for any help
>>> (or deeper insight into [gemframebuffer]'s mysteries)
>>>
>>>
>>> best
>>>
>>> oliver
>>>
>>>
>>>
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>>
>>
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Re: [PD] [gemframebuffer] and [pix-film] ... weirdness

2018-03-03 Thread oliver

Jack wrote:

Hello Oliver,

As workaround you can put a [pix_separator] between the [t a a b] and
[pix_texture].
But yes, the bahavior is weird.


hi, jack !

thanks for your suggestion.

this "sort of" works, meaning that with one [gemframebuffer] this method 
does what you say.


if i am using more than one glsl shader in a row, each with a 
gemframebuffer, it doesn't work anymore.


anyway, my strange "[pix_image] after [pix_film]" method still does what 
i want so i will stick with that for the moment.


best

oliver



++

Jack



Le 02/03/2018 à 01:33, oliver a écrit :

hi, list !

PD 0.48-0
GEM 0.93.3
WINDOWS 7 / 64bit

i encountered a weird thing in GEM recently:

when i use [gemframebuffer] with a still image (using [pix_image]) i can
work with glsl shaders like shown in the GEM tutorials.

however, i recently tried to do the same with a movie (using [pix_film],
but only the first frame of the loaded film showed up ! subsequent
"frame" messages did not work.

by chance i found out that when i connected an empty [pix_image] object
to [pix_film]'s left outlet, it suddenly DOES work as expected !

is this the way it's supposed to be ?

am i missing something ?

or is this a windows thing again ?



i attached a patch that demonstrates the problem
(btw: using [pix_movie] instead of [pix_film] didn't change anything)



thanks for any help
(or deeper insight into [gemframebuffer]'s mysteries)


best

oliver



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[PD] [gemframebuffer] and [pix-film] ... weirdness

2018-03-01 Thread oliver

hi, list !

PD 0.48-0
GEM 0.93.3
WINDOWS 7 / 64bit

i encountered a weird thing in GEM recently:

when i use [gemframebuffer] with a still image (using [pix_image]) i can 
work with glsl shaders like shown in the GEM tutorials.


however, i recently tried to do the same with a movie (using [pix_film], 
but only the first frame of the loaded film showed up ! subsequent 
"frame" messages did not work.


by chance i found out that when i connected an empty [pix_image] object 
to [pix_film]'s left outlet, it suddenly DOES work as expected !


is this the way it's supposed to be ?

am i missing something ?

or is this a windows thing again ?



i attached a patch that demonstrates the problem
(btw: using [pix_movie] instead of [pix_film] didn't change anything)



thanks for any help
(or deeper insight into [gemframebuffer]'s mysteries)


best

oliver

--

/// http://pendler.klingt.org //
\\\ http://oliver.klingt.org  \\

#N canvas 0 50 977 403 10;
#X declare -stdlib Gem;
#X obj 318 167 cnv 15 100 80 empty empty empty 20 12 0 14 -204786 -66577
0;
#X msg 222 91 rectangle 1;
#X obj 312 54 gemhead 50;
#X obj 328 255 pix_texture;
#X obj 312 302 pix_texture, f 16;
#X obj 312 75 t a a b, f 10;
#X floatatom 518 163 5 0 0 0 - - -, f 5;
#X obj 328 177 pix_film, f 13;
#X obj 340 108 gemframebuffer;
#X obj 340 130 translateXYZ 0 0 -4;
#X obj 328 277 square 4;
#X obj 14 11 cnv 14 128 15 empty empty empty 2 2 0 9 -253181 -66577
0;
#X obj 13 10 declare -stdlib Gem, f 21;
#X msg 25 287 0 \, destroy;
#X text 20 196 GEM WINDOW;
#X obj 13 140 del 300;
#X obj 13 337 print g;
#X obj 13 312 gemwin 25;
#X msg 13 217 dimen 480 270 \, offset 10 550 \, color 0.5 0.5 0.5 \,
create \, 1, f 14;
#X obj 13 116 loadbang;
#X msg 426 212 dimen \$2 \$3;
#X obj 222 70 del 300;
#X obj 222 46 loadbang;
#X obj 344 212 pix_image;
#X msg 199 134 open extra/Gem/examples/data/homer.avi, f 18;
#X obj 476 92 f;
#X obj 503 92 + 1;
#X obj 485 116 sel 85;
#X msg 474 139 0;
#X obj 312 350 square 2.5;
#X obj 312 327 translateXYZ -3 0 0;
#X obj 688 167 cnv 15 100 80 empty empty empty 20 12 0 14 -204786 -66577
0;
#X msg 592 91 rectangle 1;
#X obj 698 255 pix_texture;
#X obj 682 302 pix_texture, f 16;
#X obj 682 75 t a a b, f 10;
#X floatatom 888 163 5 0 0 0 - - -, f 5;
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#X obj 710 108 gemframebuffer;
#X obj 710 130 translateXYZ 0 0 -4;
#X obj 698 277 square 4;
#X msg 796 212 dimen \$2 \$3;
#X obj 592 70 del 300;
#X obj 592 46 loadbang;
#X msg 569 134 open extra/Gem/examples/data/homer.avi, f 18;
#X obj 846 92 f;
#X obj 873 92 + 1;
#X obj 855 116 sel 85;
#X msg 844 139 0;
#X obj 682 350 square 2.5;
#X obj 682 327 translateXYZ 3 0 0;
#X obj 682 54 gemhead 52;
#X text 312 31 WORKING:;
#X text 681 31 NOT WORKING:;
#X text 141 193 this extra [pix_image] (that seems to do nothing at
all) apparently makes all the difference. how so ?, f 28;
#X connect 1 0 3 0;
#X connect 1 0 4 0;
#X connect 1 0 8 0;
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#X connect 4 0 30 0;
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