afaik, you can't change the actual colour of the array, but you can
put a canvas of equal size behind the array for a coloured background.
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Hallo!
> 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.
I think
hmm, I tried it, because I thought, that's it, but somehow it is not
working.
the problem is, that pix_snap is not working as expected:
after "do some stuff" I am still on the graphics card, basically I
created a texture, that I can reference as ID. and pix_snap, I don't
know, does not create an
On 9 Nov 2007, at 2:59 AM, Steffen Juul wrote:
> I made a patch to test the behavior. This is the test:
>
> 1) Note that the patch is 500x300 initially. Either by opening in a
> text editor or with 'head -1' or.
> 2) Open the attached patch. Click the [10( on one of the sides.
> 3) Note that th
Hallo,
Andy Farnell hat gesagt: // Andy Farnell wrote:
> On Sat, 10 Nov 2007 17:06:07 -0600
> Timothy Sikes <[EMAIL PROTECTED]> wrote:
>
> > Hi once again.
> > What I'm trying to figure out now is how to change the instrument.
>
> [pgmout] sends a program change, that's probably what you w
This chain is essentially the process although a few details prevent it from
actually working properly. The audio needs to remain in floating point
format and pix_texture and the read back from the screen are integer based.
The solution is to use an offscreen framebuffer object (like gemframebuffe
marius schebella wrote:
> hmm, I tried it, because I thought, that's it, but somehow it is not
> working.
> the problem is, that pix_snap is not working as expected:
> after "do some stuff" I am still on the graphics card, basically I
> created a texture, that I can reference as ID. and pix_snap,
Frank Barknecht a écrit :
> Hallo,
> Andy Farnell hat gesagt: // Andy Farnell wrote:
>
>> On Sat, 10 Nov 2007 17:06:07 -0600
>> Timothy Sikes <[EMAIL PROTECTED]> wrote:
>>
>>> Hi once again.
>>> What I'm trying to figure out now is how to change the instrument.
>> [pgmout] sends a program ch
On Sun, 2007-11-11 at 19:04 +0100, Patrice Colet wrote:
> >
> > Ciao
> Hello, is it possible to change midi port with noteout or are we stucked
> with midiout?
afaik, you can choose the midiport with the channel:
[noteout] channels 1-16: channels 1-16 of port 1
[noteout] channels 17-32: cha
hi,
at some point I had sound and image, but then something broke again,
don't know what. also, the sound that I had was different than it should
be (could be a int/float problem or related to something completely
different), I also could not get the patch running at block~ 64, took
almost 200
just a general question,
since I dig into glsl these days, I also came across cg and hlsl... how
common are they for real time apps? would it be easy/difficult to write
a gem object that can read cg/hlsl code or is there already one?
marius.
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On Sat, 10 Nov 2007, IOhannes m zmoelnig wrote:
however, in the case of [multiplex] "messages" are acutally treated as
"data", therefore the distinction blurs, but this is because
[multiplex], like [route], is more a "system"-object that is to be used
to _control_ the data-flow, rather than an
hi all
the ongoing thread about using gpu to process audio made me realize,
that there are some basic concepts in gem, that i still don't
understand.
what is single buffer mode? what is double buffer mode? how are both
used? which is the default mode, that assumingly almost everyone uses,
when do
simon wise wrote:
> Playing around and testing it seems something (possibly in the new
> visuals) is slowwwing down displaying/opening patches
i've noticed the same.
cheers, robbert
--
pd-0.40.3-extended-20071106
mac osx 10.4.8, 15" G4 PB 1.67 GHz, 1 GB ram
_
hi,
I will try to answer from my understanding, and then maybe iohannes and
chris can correct me.
usually when you turn gem rendering on, the following happens:
erase the buffer, draw all objects according to the order of gemheads
(every gemhead can have a sorting number 0-100 and negative values
this came at exactly the right moment!
thanks.
:) robbert
frank barknecht wrote:
> [makenote] "numberbox for channel number"
> | / /
> [pack 0 0 1]
> |
> [noteout]
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h
I was trying to google for other programs that have similar bugs, and
most of them are talking about rez.
maybe it is also related to fltk? does pd or gem use fltk?
http://www.mail-archive.com/[EMAIL PROTECTED]/msg02489.html
again, would it make a difference if I try to compile gem on 10.5? my
la
On Sun, 2007-11-11 at 15:55 -0500, marius schebella wrote:
> hi,
> I will try to answer from my understanding, and then maybe iohannes and
> chris can correct me.
> usually when you turn gem rendering on, the following happens:
> erase the buffer, draw all objects according to the order of gemhead
I'm not certain that I would say that about me... :-)
But yes, since the cat is out of the bag, Spore uses Pd _very_ heavily.
I worked with the audio team to get it moved into the game engine when I
was at EA. The fact that Pd has the gui as a seperate app makes it fairly
easy to get going
On 12 Nov 2007, at 5:52 AM, marius schebella wrote:
> and, I know, I attach the files as files, but they sometimes appear
> as text, don't know why.
> marius.
I looked into this a while ago - it depends on the 'format=flowed'
flag and the 'Content-Disposition' and 'Content-Type' flags on the
I am currently working on making the background of "graphs" (GOP and
arrays) a settable variable like the others I added. It's a bit
tricky to get the text to show up on top of that tho
.hc
On Nov 11, 2007, at 4:19 AM, hard off wrote:
> afaik, you can't change the actual colour of the
On 11 Nov 2007, at 3:43 PM, Roman Haefeli wrote:
>> use :
>> gemhead
>> translateXYZ
>> pix_image
>> pix_texture
>> rectangle 20 2
>
> i am surprised, that you got even a result with
> [translateXYZ]-[pix_draw]. something very important to know about Gem
> is, that you can work in two domains: in
Today I am a very happy man. Thankyou.
On Sun, 11 Nov 2007 14:59:00 -0800
[EMAIL PROTECTED] wrote:
> I'm not certain that I would say that about me... :-)
>
> But yes, since the cat is out of the bag, Spore uses Pd _very_ heavily.
> I worked with the audio team to get it moved into the gam
On Nov 11, 2007, at 2:19 PM, robbert van hulzen wrote:
>
> simon wise wrote:
>
>> Playing around and testing it seems something (possibly in the new
>> visuals) is slowwwing down displaying/opening patches
>
> i've noticed the same.
> cheers, robbert
>
> --
> pd-0.40.3-extended-20071106
> mac o
thnx.
i've already started working on a prototype for multiple files,
but it would be an excellent time saver to see both your implementations.
grtz,
tom
On Nov 12, 2007 2:35 AM, simon wise <[EMAIL PROTECTED]> wrote:
>
>
> On 11 Nov 2007, at 3:43 PM, Roman Haefeli wrote:
>
> >> use :
> >> gemhead
On 12 Nov 2007, at 10:02 AM, Hans-Christoph Steiner wrote:
>> simon wise wrote:
>>
>>> Playing around and testing it seems something (possibly in the new
>>> visuals) is slowwwing down displaying/opening patches
>>
>> i've noticed the same.
>> cheers, robbert
>>
>> --
>> pd-0.40.3-extended-200
> On 12 Nov 2007, at 10:02 AM, Hans-Christoph Steiner wrote:
>
>>> simon wise wrote:
>>>
Playing around and testing it seems something (possibly in the new
visuals) is slowwwing down displaying/opening patches
>>>
>>> i've noticed the same.
>>> cheers, robbert
>>>
>>> -- pd-0.40.3-ext
Try gems.glsl.shader-help.pd in the pdmtl abstractions
http://wiki.dataflow.ws/PdMtlAbstractions
a
2007/11/11, marius schebella <[EMAIL PROTECTED]>:
> just a general question,
> since I dig into glsl these days, I also came across cg and hlsl... how
> common are they for real time apps? would i
On Sat, Nov 10, 2007 at 02:45:52PM +, Andy Farnell wrote:
>
> Or when you say "graphics" do you mean something else. I'm having a hard
> time imagining any kind of use for procedural geometry other than for
> liquids and gasses (fire and water again) because non-living solids tend
> not to ch
On Sat, Nov 10, 2007 at 02:45:52PM +, Andy Farnell wrote:
> Or when you say "graphics" do you mean something else. I'm having a hard
> time imagining any kind of use for procedural geometry other than for
> liquids and gasses (fire and water again) because non-living solids tend
> not to chang
Good lord Chris, those are very impressive. My first thought
wasn't how cool they would look skinned in a game, but how powerful
this is to the field of robotics. Build your real robots as models
in this gravity/friction environment and use GAs to converge on
behaviour (that you could never have
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