Re: [PD] colored arrays?

2007-11-11 Thread hard off
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. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list

Re: [PD] Pd and gpgpu

2007-11-11 Thread Georg Holzmann
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

Re: [PD] Pd and gpgpu

2007-11-11 Thread marius schebella
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

Re: [PD] Growing patch-window size (Was:Re: changing the look of Pd to be more readable)

2007-11-11 Thread simon wise
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

Re: [PD] Midi noteout: changing the instrument

2007-11-11 Thread Frank Barknecht
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

Re: [PD] Pd and gpgpu

2007-11-11 Thread chris clepper
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

Re: [PD] Pd and gpgpu

2007-11-11 Thread IOhannes m zmoelnig
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,

Re: [PD] Midi noteout: changing the instrument

2007-11-11 Thread Patrice Colet
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

Re: [PD] Midi noteout: changing the instrument

2007-11-11 Thread Roman Haefeli
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

Re: [PD] Pd and gpgpu

2007-11-11 Thread marius schebella
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

[PD] cg, hlsl

2007-11-11 Thread marius schebella
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. ___ PD-lis

Re: [PD] Reference article for Pdpedia & Templates

2007-11-11 Thread Mathieu Bouchard
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

[PD] [Gem]: basic questions

2007-11-11 Thread Roman Haefeli
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

Re: [PD] Growing patch-window size (Was:Re: changing the look of Pd to be more readable)

2007-11-11 Thread robbert van hulzen
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 _

Re: [PD] [Gem]: basic questions

2007-11-11 Thread marius schebella
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

Re: [PD] Midi noteout: changing the instrument

2007-11-11 Thread robbert van hulzen
this came at exactly the right moment! thanks. :) robbert frank barknecht wrote: > [makenote] "numberbox for channel number" > | / / > [pack 0 0 1] > | > [noteout] ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> h

Re: [PD] no focus for gemwin on os x 10.5

2007-11-11 Thread marius schebella
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

Re: [PD] [Gem]: basic questions

2007-11-11 Thread Roman Haefeli
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

Re: [PD] Pd in video game Spore

2007-11-11 Thread Mark_Danks
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

Re: [PD] Pd and gpgpu

2007-11-11 Thread simon wise
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

Re: [PD] colored arrays?

2007-11-11 Thread Hans-Christoph Steiner
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

Re: [PD] scrolling with translate

2007-11-11 Thread simon wise
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

Re: [PD] Pd in video game Spore

2007-11-11 Thread Andy Farnell
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

Re: [PD] Growing patch-window size (Was:Re: changing the look of Pd to be more readable)

2007-11-11 Thread Hans-Christoph Steiner
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

Re: [PD] scrolling with translate

2007-11-11 Thread tom tlalim
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

Re: [PD] Growing patch-window size (Was:Re: changing the look of Pd to be more readable)

2007-11-11 Thread simon wise
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

Re: [PD] Growing patch-window size (Was:Re: changing the look of Pd to be more readable)

2007-11-11 Thread simon wise
> 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

Re: [PD] cg, hlsl

2007-11-11 Thread Alexandre Quessy
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

Re: [PD] Pd in video game Spore

2007-11-11 Thread Chris McCormick
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

Re: [PD] Pd in video game Spore

2007-11-11 Thread Chris McCormick
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

Re: [PD] Pd in video game Spore

2007-11-11 Thread Andy Farnell
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