Re: [PD] Pd freezing on startup in ubuntu dapper

2006-11-04 Thread Roman Haefeli
hi john

without knowing the deeper details of and reasons for your problem i
suggest the following:
-try to run jack with your delta 1010LT
-then try out, if any other application can use your soundcard over jack
-if yes, then try 'pd -jack', so that pd connects to jack and then maybe
you can use your soundcard without freezing.

from my experience, i solved many problems concerning audiosoftware and
soundcards by inserting 'the jack-layer' in between (on
linux//debian/ubuntu and osx). hopefully it helps in your situation as
well.

cheers
roman
 

On Fri, 2006-11-03 at 20:16 -0600, John Harrison wrote:
 If I yank the M-audio Delta 1010LT card out of the machine, Pd runs
 fine. When I part the card back in, Pd freezes again. So the problem
 appears to be this M-audio card. The thing is...I Googled and searched
 this mailing list and it appears people use this card with Pd all the
 time with no problems. I need Pd and I need this M-audio card. What's
 my next step?
 
 Weird that the card would crash Pd even with this command:
 
 $ pd -nosound -noadc -nodac
 
 Thanks,
 
 -John
 
 John Harrison wrote: 
  Pd is still completely freezing my ubuntu Dapper machine. I have
  tried recompiling with Pd 0.40.2 and still absolute and instant
  freeze. So I tried the suggestion below. The debugger reports:
  
  Starting program /usr/local/bin/pd
  [Thread debugging using libthread_db enabled]
  [New Thread -1211066688 (LWP 6400)]
  
  Then the machine is completely frozen again, so I have to pull the
  plug.
  
  I also tried editing /etc/hosts as was suggested here:
  http://lists.puredata.info/pipermail/pd-list/2005-07/029853.html
  
  and that didn't help either...
  
  I have used this on many ubuntu Dapper machines so I don't know
  what's so special about this one. Could it be the 2 dual-core
  Pentium Xeons? Could it be the M-audio Delta 1010LT card?
  
  When I run
  
  $ pd -verbose
  
  I get no response at all. Just the instantly frozen machine.
  
  And I have tried the various flags (-nrt -nomidi -nosound) and
  others...
  
  -John
  
  Frank Barknecht wrote: 
   Hallo,
   John Harrison hat gesagt: // John Harrison wrote:
   
 
I have now tried

pd -nrt -nosound -nomidi

and it was the same thing: complete computer freeze with even mouse and 
keyboard not responding, requiring me to pull the plug.

I've tried both as root and not.

   
   Can you try to start Pd under a debugger? That is: 
   $ gdb /usr/bin/pd
   (gdb) run
   
   and if Pd crashes and your machine is still alive try to catch a
   backtrace with:
   (gdb) bt
   
   Ciao
 
  
  
  
  
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Re: [PD] running PD from a USB stick / drive

2006-11-06 Thread Roman Haefeli
On Mon, 2006-11-06 at 13:38 +, Demi Delirium wrote:
 well, initially i had thought simply run pd, not the os, i'm a winxp
 user most of the time, and i have various day-to-day apps, and
 processing(.org) running from a usb stick at the moment...

on windows it should be really easy to run pd from a usb-drive/stick,
since there are no other dependencies. just extract pd to the stick.
then i'd recommend to write all options into a .bat-file and start pd
from that file. using file-startup and file-path will write the
options to the registry, which isn't saved to the usb stick. also, i
would specify all paths relatively, so that it doesn't matter on which
'letter' (E:, F:, G:, ) the usb stick will be installed.

roman



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[PD] [pdp]/[gridflow] trying to use a webcam

2006-11-08 Thread Roman Haefeli
hi all

i've run into big troubles trying to use an usb cam with either gridflow
or pdp, but it doesn't want to work in both. i wonder if i am doing big
mistakes or what combination of drivers and cams work with gridflow.

history:
#
i tried two different models yet: 
-philips spc900nc 
-logitech quickcam pro 4000
both are supported by pwc-driver from http://saillard.org/linux/pwc/ .
#
together with that driver, there is also a usefull tool available
'setpwc', that is used to set some camera-specific settings, that are
noth supported by 'dov4l', to commandline tool used to set general
web-cam and tv-card settings.
#
both tools work fine here and i can test the various settings with the
program 'camorama'. with camorama i have no troubles to display the
picture from the cam and different options work fine (e.g. 320x240/30fps
or 640x480/15ps).
#
but with neither pdp nor gridflow i had luck. for me it is more
important that it works with gridflow, also because it is still
maintained. that's why i post here only what i tried with gridflow
#
note:
it seems that the according objects in gridflow and pdp [#in] and
[pdp_v4l] overwrite some settings in the cam when instantiated. that
makes it even more difficult to find a set of settings that just works.
#



my steps to get a picture with the logitech quickcam pro 4000 and
pd/gridflow:

-i plug the cam into the usb-plug

-'setpwc -d /dev/video1 -p' tells me all actual settings of the cam:
-
setpwc v1.1, (C) 2003-2005 by [EMAIL PROTECTED]
Current device: Logitech QuickCam Pro 4000
VIDIOCPWCPROBE returns: Logitech QuickCam Pro 4000 - 740
Serial number: 
Resolution (x, y): 320, 240
Offset: 0, 0
Framerate: 10
Brightness: 32256
Hue: 65535
Colour: 32768
Contrast: 0
Whiteness: 0
Palette: YUV 4:2:0 Planar
Compression preference: 1
Automatic gain control: -1275
Whitebalance mode: auto
Blinking of LED is not supported by the combination
of your webcam and the driver.
Sharpness: -1
Backlight compensation mode: off
Anti-flicker mode: off
Noise reduction mode: 1 
Pan/tilt range is not supported by the combination
of your webcam and the driver.
Get pan/tilt position is not supported by the combination
of your webcam and the driver.
-

-i test with 'camorama -d /dev/video1', if these settings work and they
work- i get a picture

-i send a message [open videodev /dev/video1, get( to [#in]
-
[gf] [:VideoCapability, Logitech QuickCam Pro 4000, 1, 1, 1, 480, 640,
120, 160]
[gf] [:VideoWindow, 0, 0, 240, 320, 0, 655360, -1072189566]
[gf] [:VideoWindow, 0, 0, 480, 640, 0, 0, 0]
[gf] [:VideoWindow, 0, 0, 480, 640, 0, 655360, 0]
[gf] [:VideoPicture, 32256, 0, 32768, 65535, 0, 24, 15]
[gf] This card supports palettes: 12, 15
[gf] ioctl VIDIOCSPICT: Invalid argument
[gf] [:VideoChannel, 0, Webcam, 0, 0, 2, 16384]
[gf] getting colour=32768
[gf] getting contrast=64512
[gf] ioctl VIDIOCGFREQ: Invalid argument
[gf] getting hue=65535
[gf] getting brightness=32256
[gf] getting whiteness=65535
-
suddenly i don't know what VIDIOCSPICT and VIDIOCGFREQ mean, but it
seems that gridflow tries some invalid settings here. 

-i send [bang( to [#in] and i get:
-
[gf] ioctl VIDIOCMCAPTURE: Invalid argument
error: ArgumentError: ioctl error
format/videodev.c.fcs:358:in `void FormatVideoDev::frame_ask(int,
Ruby*)'
[#in]
... you might be able to track this down from the Find menu.
-
obviously gridflow still tries to send invalid settings to the cam and i
get no picture.

- i try various colorspaces. when i send [colorspace YUV420P( to [#in],
i get:
-
error: ArgumentError: can't handle palette 15
format/videodev.c.fcs:536:in `void FormatVideoDev::_0_colorspace(int,
Ruby*, Symbol)'
[#io:videodev in ]
-

-when i send [colorspace RGB24( to [#in], i get:
-
[gf] ioctl VIDIOCSPICT: Invalid argument
-

-when i try any other colorspace, i get:
-
error: ArgumentError: supported: RGB24, YUV420P
format/videodev.c.fcs:523:in `void FormatVideoDev::_0_colorspace(int,
Ruby*, Symbol)'
[#io:videodev in ]
-
which is at least a clear humanunderstandable message.

-when i send a [bang( again now, i get a different error:
-
[gf] ioctl VIDIOCSYNC: Invalid argument
error: ArgumentError: ioctl error
format/videodev.c.fcs:423:in `void FormatVideoDev::frame(int, Ruby*)'
[#in]
-



anyway, i'd really like to know what these codes like VIDIOCSYNC and
such stand for. and why it is so easy to use a webcam with 'camorama'
but so hard with pdp or gridflow. what models of cams do other people
use? 

any hints appreciated.

cheers
roman













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Re: [PD] netpd download all patch

2006-11-09 Thread Roman Haefeli

On Wed, 2006-11-08 at 22:15 -0500, patrick wrote:
 is there a way to download all the netpd-patches 
 (http://www.netpd.org/NetpdPatches)? maybe a release each week/month?

hi 
the best option surely is to run netpd - start _chat.pd and open
_creator.pd - and ask someone online to open all interesting patches.
the wiki on netpd.org is mainly intended to provide some documentation
and of course you could also download all single patches from there, but
this is a pain. it would be too much work to maintain such an universal
package, when _creator.pd does all the dirty work. i hope you'll have
fun with netpd.

cheers
roman




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Re: [PD] windows compile - one last try

2006-11-10 Thread Roman Haefeli
On Fri, 2006-11-10 at 23:33 +1300, Damian Stewart wrote:
 i was wanting to experiment with using directx rather than tcl/tk 
 for rendering graphics to get some real high-performance stuff going on, 

whoooaaa that would be a reason for me to switch back to windows
when doing pd. or would there be a way in linux to have a fast gui as
well? (not that i plan to implement it :-) )

  and pd data structure is a nice way for building many kinds of user 
  interfaces.
 
 except it's *incredibly* slow if you get a decent amount of data on-screen.

indeed

cheers
roman




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Re: [PD] [zexy] [symbol2list]: bug (on windows)

2006-11-12 Thread Roman Haefeli
i checked, if recent windows-builts still have that error by using
[symbol2list] from pd-extended, since this is build directely from cvs.
and the error did not occur. anyway, it would be good to provide an
updated binary on the iem-ftp-server.

as for now, i found an uggly, but obviously working solution for the
netpd-windows-package:
i added [symbol2list] from pd-extended and let it be  loaded before zexy
is loaded with -lib symbol2list. 


On Sat, 2006-11-11 at 02:21 +0100, Roman Haefeli wrote:
 hi all
 
 attached is a patch, that shows a bug of the [symbol2list]-object. when
 there is a digit at the begining of a symbol or right after a
 delimiter-character, [symbol2list] converts that part to a
 number-element  instead of a symbol-element.
 
 example:
 
 [symbol 4abc.pd(
 |
 | [symbol .(
 |  | 
 [symbol2list]
 |
 
 gives: 
 4 pd
 instead of:
 list 4abc pd
 
 i found this bug only in the provided binary from:
 
 ftp://ftp.iem.at/pd/Externals/ZEXY/zexy-nt-2.1.zip
 
 it seems to work correctly in the cvs-version of zexy (built on linux).
 don't know, if this is an os-specific issue or if the provided binary is
 not built on the same source from cvs. 
 
 roman
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Re: [PD] netpd download all patch

2006-11-13 Thread Roman Haefeli
ah, there is your mail. for me, your mails seem to be written in the
future :-), that is why i am overlooking them sometimes...


On Tue, 2006-11-14 at 03:12 +, padawan12 wrote:
 Great stuff. I need to study those and see how
 you hook the interface level up to net-pd.
 Just a question of finding the time so I'm
 very pleased you already converted some of 
 mine to net-pd. How do they perform?
 
 Is there a net-pd howto or something?

yes, there is a very cheap little tutorial in netpd (netpd/tut)

 How does net-pd handle time/synchronous
 alignment and that sort of thing? 
 btw, I listened to some output from net-pd radio
 and I hear some very impressive jams happening.
 How do you record them?

there is a simple patch called
'recorder' ( http://www.netpd.org/recorder ) , which records the output
of the netpd-mixer called 'mx' (http://www.netpd.org/mx ). so, recording
happens on the client side. anyway it is better to record in the same
instance of pd, cause like that no dropouts and glitches are recorded.

  Does each machine
 run all the synths (replicated version of one
 setup) or do they pipe audio back to a node
 that does the recording. Much I don't understand.
 
 best,
 
 Andy
 
 
 
 
 On Sun, 12 Nov 2006 07:50:03 +0100
 moritz w. [EMAIL PROTECTED] wrote:
 
  ola padawan,
  i've made already a netpd-patch
  with some of your sound-design stuff.
  (with a lot of [switch~]es in it)
  
  ---im a big fan off your tut's and gizmos!
  
  [cheers~] 
  
  moritz
  
  (the attached patch works only with netpd)
  
  
   Original-Nachricht 
  Datum: Sat, 11 Nov 2006 23:07:54 +
  Von: padawan12 [EMAIL PROTECTED]
  An: pd-list@iem.at
  Betreff: Re: [PD] netpd download all patch
  
   
   Yeah, I've been looking at it a lot recently.
   Even if your not into music (and right now really
   only techno music) net-pd sets a really good standard
   for pd programming and encapsulation, and probably
   represents the best of UI practice using only the 
   intrinsic components. I'm thinking next year I 
   will start to move the music synth (toys and gizmos)
   part of my work towards net-pd because it represents
   an important versioning commonality to share patches
   which the wider Pd lacks. There's still room for 
   improving it too. I have some ideas I'm mulling
   over to do with distributed composition which I 
   hope to add some day and net-pd seems the obvious
   place to try these out.
   If you're in London today at the Openlab3 meet we
   will hopefully get to try out setup based
   on OSC to perform with simple distributed synthesisers
   on a LAN.
   
   On Sat, 11 Nov 2006 12:18:02 +0800
   Chris McCormick [EMAIL PROTECTED] wrote:
   
On Thu, Nov 09, 2006 at 10:40:39AM +0100, Roman Haefeli wrote:
 i hope you'll have fun with netpd.

I just wanted to jump in on this thread to say that I find netpd to be
one of the most exciting things I have seen in electronic music ever.
Thanks so much Roman and all the other contributors for making it. You
guys are really pushing new frontiers with this. If anyone hasn't tried
it yet, you should get into it!

Best,

Chris.

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http://mccormick.cx

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Re: [PD] up-down saw-wave

2006-11-23 Thread Roman Haefeli
On Thu, 2006-11-23 at 21:57 +0100, martin brinkmann wrote:

 maybe the main reason for using the phasor was, that i had read
 something about timing-issues with the metro object. (i can not recall
 it exactly...)

i heard also something about an issue with [metro] from max/msp users,
something about that it has audible jitter. honestly i don't quite
trusted these rumours, since i often experienced that people suspect a
software to be buggy, but actually made the mistakes by themselves. 
but now i wonder, if there is really some flesh on these rumours. 

is there something wrong with metro, i never noticed myself?

roman






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[PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-27 Thread Roman Haefeli
hi all

i am trying to use gem, since i changed to ubuntu. i used gem before
successfully on windows on the same computer. but since i started
compiling gem myself on ubuntu dapper, i am not convinced by its
performance and i strongly believe that i am doing something wrong, or
anything on my computer is not optimized etc.

specs:
Pentium M 1.7GHz
Ati Radeon Mobility 9600
Ubuntu Dapper
Xorg 7.0.0
xorg-driver-fglrx 
gem from cvs (checked out today)
the output of './configure':
http://romanhaefeli.net/gem_configure.txt


why am i  thinking that gem is not working well on my computer?

the screensaver also does opengl stuff, that seems to be quite
complicated in my eyes and it does eat only a little of the cpu-power,
when running. also running the same gem-patches on windows seems to be
not only 2x-3x faster, but maybe 30-50 times. running fgl_glxgears gives
me values between 440 and 450 frames per second, which makes me assume,
that hardware accelerated opengl works on my computer. so i suspect gem
no to use any hardware acceleration at all and i wonder why. is there a
way to check, if gem uses hardware acceleration? if yes and if my gem is
_not_ using hardware acceleration, what do i need to do in order to make
gem use of it?



many thanks in advance

roman








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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-27 Thread Roman Haefeli
hi derek

as i mentioned in the original post, i *have* accelerated graphics on my
computer, so glxinfo tells me:

'direct rendering: Yes'

the problem i have in this specific case, that i suspect gem not to make
use of the hardware acceleration, for whatever reason. i don't know of
reliable way to check that yet, though (besides noticing that it is much
slower than i would expect).

roman



On Mon, 2006-11-27 at 23:03 +0100, derek holzer wrote:
 Hi Roman,
 
 Getting accelerated graphics from ATI cards on Linux has always been 
 problematic with or without GEM.
 
 What does glxinfo (or fgl_glxinfo???) tell you? Look for the line 
 which says:
 
 direct rendering:
 
 which should tell you Yes or No.
 
 best,
 d.
 



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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-27 Thread Roman Haefeli
hi derek

On Tue, 2006-11-28 at 00:01 +0100, derek holzer wrote:
 Hi Roman,
 
 I just wanted to get that out of the way. Just because glxgears runs 
 doesn't mean that OpenGL is working and you actually have direct 
 rendering.

i see...

  Sorry I can't help more, since I've never gotten ATI cards to 
 work properly with Linux. Glad at least those work for you! ;-)

this doesn't sound very promising :-/ for my part, i only figured it
out how to setup with the help of detailed descriptions from the
ubuntu-wikis and -forums.

since this topic seems not to be the easiest one, i would even be glad
to hear some succes stories:

is anyone from that list using gem successfully on a system with
installed fglrx-driver? i really hope, there are many gem-on-linux users
around, so there is still hope :-)

roman 



 best,
 d.
 
 Roman Haefeli wrote:
  hi derek
  
  as i mentioned in the original post, i *have* accelerated graphics on my
  computer, so glxinfo tells me:
  
  'direct rendering: Yes'
  
  the problem i have in this specific case, that i suspect gem not to make
  use of the hardware acceleration, for whatever reason. i don't know of
  reliable way to check that yet, though (besides noticing that it is much
  slower than i would expect).
  
  roman
  
  
  
  On Mon, 2006-11-27 at 23:03 +0100, derek holzer wrote:
  Hi Roman,
 
  Getting accelerated graphics from ATI cards on Linux has always been 
  problematic with or without GEM.
 
  What does glxinfo (or fgl_glxinfo???) tell you? Look for the line 
  which says:
 
  direct rendering:
 
  which should tell you Yes or No.
 
  best,
  d.
 
  
  
  
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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
hi cyrill

thanks for replying

On Mon, 2006-11-27 at 20:10 +0100, cyrille henry wrote:
 hello,
 
 in order to know if your driver suport hardware acceleration, you can try :
 
 glxinfo | grep direct

it says:

'direct rendering: Yes'

 if it says yes : then you have hardware acceleration, so gem should use it.
 
 anyway, ubuntu do not distribute by default binary driver, so the opengl 
 stuff is not very efficient.
 i think you should install the binary driver (if compatible with your vision 
 of open source)

i know, that is why i installed the proprietary/binary fglrx-driver.

 once this is made, you should have good acceleration, and gem should use it.
 
it still think, that i have 'good' acceleration. for example i can run
opengl based games like armagetron in fullscreen mode without any
performance problems. also does xscreensaver run without using much cpu
in fullscreen mode. i tried once to build something with a similar
number of polygons like one of the screensaver animations in gem, but at
least when i switch to fullscreen mode, my cpu goes to 100% and the
framerate dramatically drops down to 5 frames per second or slower.
because of this behaviour, i believe that gem is the only opengl based
software on my computer, that does *not* use hardware acceleration,
whereas it seems that other programs do. unfortunately i still don't
know a reliable way to make sure, whether gem uses hardware acceleration
or not,  besides comparing its performance with other software.

my problem in other words:
how can i make sure at compile time, that gem is compiled so, that it
uses hardware acceleration afterwards?

and i am still hoping to hear some succes stories

roman




 well, i hope it help,
 cyrille
 
 
 Roman Haefeli a écrit :
  hi all
  
  i am trying to use gem, since i changed to ubuntu. i used gem before
  successfully on windows on the same computer. but since i started
  compiling gem myself on ubuntu dapper, i am not convinced by its
  performance and i strongly believe that i am doing something wrong, or
  anything on my computer is not optimized etc.
  
  specs:
  Pentium M 1.7GHz
  Ati Radeon Mobility 9600
  Ubuntu Dapper
 
  Xorg 7.0.0
  xorg-driver-fglrx 
  gem from cvs (checked out today)
  the output of './configure':
  http://romanhaefeli.net/gem_configure.txt
  
  
  why am i  thinking that gem is not working well on my computer?
  
  the screensaver also does opengl stuff, that seems to be quite
  complicated in my eyes and it does eat only a little of the cpu-power,
  when running. also running the same gem-patches on windows seems to be
  not only 2x-3x faster, but maybe 30-50 times. running fgl_glxgears gives
  me values between 440 and 450 frames per second, which makes me assume,
  that hardware accelerated opengl works on my computer.
 you should have 10 time more with this card.
 
  so i suspect gem
  no to use any hardware acceleration at all and i wonder why. is there a
  way to check, if gem uses hardware acceleration? if yes and if my gem is
  _not_ using hardware acceleration, what do i need to do in order to make
  gem use of it?
  
  
  
  many thanks in advance
  
  roman
  
  
  
  
  
  
  
  
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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
On Mon, 2006-11-27 at 20:10 +0100, cyrille henry wrote:

 Roman Haefeli a écrit :

  running fgl_glxgears gives
  me values between 440 and 450 frames per second, which makes me assume,
  that hardware accelerated opengl works on my computer.

 you should have 10 time more with this card.

no, i don't think so. it makes a difference between running fgl_glxgears
and the 'normal' glxgears, since the former is much more complex than
the latter. also it depends on the window size you are rendering at (and
if the window is (partially) hidden by another window etc.). 

values on my computer (with original window size):

glxgears -printfps: ~2200
fgl_glxgears:   ~450

i know, that this is not a serious way of benchmarking, but at least
these values make me believe, that hardware acceleration works. or am i
wrong?

roman









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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
hi cyrille

thank you very much for your fast reply

On Tue, 2006-11-28 at 13:04 +0100, cyrille henry wrote:

 anyway,
 on my computer, when i create a gem window, i'v got this on the pd log :
 
 
 Direct Rendering enabled!
 GEM: Start rendering

now, we are getting closer to the problem. when i send a message
[create( to [gemwin], i only get:

GEM: Start rendering

there is no 'Direct Rendering enabled!' message in my pd window. thank
you a lot for that hint. now i can be sure, that my gem does *not* use
hardware acceleration. 

to the devs
i think it would be helpful, if gem would also print a message, when
direct rendering is not used, according to the unix manner, that
something is printed, when it doesn't behave as expected, since - i
assume - most people use gem *with* hardware acceleration.
/to the devs

 
 your ./configure output look ok for me.

thank you for checking this.

 can you double check that you have all fglrx-dev package etc..

i only find 'xorg-driver-fglrx-dev' and 'fglrx-kernel-source', which
both are installed. 

i once installed 3dp, which also uses dri, if dri is enabled. and with
3dp it seems to work fine. i once posted a patch, that does the same
thing twice: three white cubes that can be rotated with the mouse, once
built in gem, once in 3dp. the 3dp version doesn't cause any cpu peaks,
whereas the gem version does.

(there is a thread on this: 
http://lists.puredata.info/pipermail/pd-list/2006-10/043168.html . when
you want to download the patch, use the one from:
http://lists.puredata.info/pipermail/pd-list/2006-10/043177.html )

the fact, that the selfcompiled 3dp seems to use dri, makes me think,
that i have all necessary packages installed, but i might be wrong. i
stil wonder, why gem does not use it.


 sorry, can't help more

you helped me already a lot :-) . thank you.


roman





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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
hi chris

On Tue, 2006-11-28 at 22:29 +0800, Chris McCormick wrote:
  Roman Haefeli a écrit :
  it still think, that i have 'good' acceleration. for example i can run
  opengl based games like armagetron in fullscreen mode without any
  
  it says:
  
  'direct rendering: Yes'
 
 On Tue, Nov 28, 2006 at 01:04:40PM +0100, cyrille henry wrote:
  anyway,
  on my computer, when i create a gem window, i'v got this on the pd log :
  
  Direct Rendering enabled!
  GEM: Start rendering
 
 Roman,
 
 It might be that GEM is using different versions of the GL libraries.
 Try this I guess:
 
 ldd /usr/lib/pd/extra/Gem.pd_linux
 
 and do the same for glxgears, and see if they're using the same libs.

thank you much for that tip.

i think i need help on interprating those outputs. i have posted them
here:

http://www.romanhaefeli.net/ldd_gem.txt
http://www.romanhaefeli.net/ldd_glxgears.txt
http://www.romanhaefeli.net/ldd_3dp.txt

i found, that libglut is not linked in gem, but it is in glxgears and in
3dp. is that a sign, that gem is not using dri?

roman




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Re: [PD] osc~ / phasor~ / cos~ ...sometimes clicking

2006-11-28 Thread Roman Haefeli
hi hardoff

i would make sure, that these clicks are not dropouts. i mean, you won't
hear dropouts without sending an audible signal to [dac~], so just
disconnecting the [osc~], so that you hear no clicks anymore,  is not a
prove, that you do not have dropouts. 

i don't know if it works on every platform, at least here on linux, when
running pd with jack, the [DIO] button in the pd-window indicates
dropouts. 

if you still believe, that the [phasor~]-[cos~] combo is causing the
clicks, you could record the output with [writesf~] and open the
recorded wavefile with a soundeditor to see, if you can find the clicks.
if you find clicks in the soundfile, then something really scary is
going on :-)

roman


On Wed, 2006-11-29 at 00:01 +0900, hard off wrote:
 has anybody else experienced small clicks every now and then from pd's
 oscillators?
 
 i have noticed it before with [phasor~], and today i was getting it
 pretty badly with [cos~]..about 1 click every 10 seconds.
 
 this is nothing to do with the contents of the patch, because just a
 [cos~] connected to a [dac~] was making the same thing happen.
 ...it's nothing to do with dac~ or my sound hardware either, because
 disconnecting the [cos~] from the [dac~] stopped the clicks.
 
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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
hi chris


On Tue, 2006-11-28 at 10:02 -0600, chris clepper wrote:
 On 11/28/06, Roman Haefeli [EMAIL PROTECTED] wrote:
 
 i found, that libglut is not linked in gem, but it is in
 glxgears and in
 3dp. is that a sign, that gem is not using dri?
 
 No.  GLUT is a toolkit for making simple OpenGL applications.  GEM
 uses glx directly.  Perhaps your X11 is not set to a compatible pixel
 format? 

how can i change to a compatible pixel format? by editng xorg.conf?

  I think that is what causes glXIsDirect to return false (and triggers
 that message in GEM).

what is 'glXIsDirect' ? where did you see that? which message in GEM ? 

forgive me my slow understanding and thanks a lot for your help.

roman







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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
On Tue, 2006-11-28 at 17:21 +0100, cyrille henry wrote:

 the main diference i see with yours is that mine got :
  libGLcore.so.1 = /usr/lib/libGLcore.so.1 (0xb6df8000)
  libnvidia-tls.so.1 = /usr/lib/tls/libnvidia-tls.so.1 (0xb6df6000)

i don't know what libGLcore.so.1 is for, but this seems to be
interesting. i think i don't have the other one, because i have an ati
card (with fglrx driver) and not a one from nvidia. 


   http://www.romanhaefeli.net/ldd_gem.txt
   http://www.romanhaefeli.net/ldd_glxgears.txt
   http://www.romanhaefeli.net/ldd_3dp.txt
  
   i found, that libglut is not linked in gem, but it is in glxgears and in
   3dp. is that a sign, that gem is not using dri?
 no, i don't think so : gem does not use it here.

i see

thank you

roman



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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
On Tue, 2006-11-28 at 10:39 -0600, chris clepper wrote:
 On 11/28/06, Roman Haefeli [EMAIL PROTECTED] wrote:
 how can i change to a compatible pixel format? by editng
 xorg.conf?
 
 I haven't used xorg but probably that conf file has the info on pixel
 depth.

the pixel default depth on my computer is 24 , at least that is what my
xorg.conf tells me.

   I think that is what causes glXIsDirect to return false
 (and triggers
  that message in GEM).

i am confused. i didn't mention 'glxIsDirect', also i don't have it
installed. where did you read, that it is returning 'false' on my
computer? 

 glXIsDirect checks that the GL can be drawn directly to the screen and
 not be touched by the x11 server.

 http://www.csee.umbc.edu/help/C
 ++/opengl/man_pages/html/glx/xisdirect.html

thank you for the link


roman







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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-28 Thread Roman Haefeli
On Tue, 2006-11-28 at 17:21 +0100, cyrille henry wrote:

 
 the main diference i see with yours is that mine got :
  libGLcore.so.1 = /usr/lib/libGLcore.so.1 (0xb6df8000)


is it necessary, that Gem.pd_linux is linked against libGLcore.so ? is
that the reason, why i don't have dri enabled in gem? i've been
desperately trying to find some info about libGLcore.so, but couldn't
find anything usefull. 

i am still tapping in the dark.. :-(

roman



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Re: [PD] [Gem] performance issues on ubuntu (no hardware accel?)

2006-11-29 Thread Roman Haefeli
hi all

finally i solved the problem. gem couldn't access the direct rendering
infrastructure, because in my .pdrc pdp_opengl was loaded _before_ Gem.
that means, it was not a problem during compile time, but it occured
when loading the externals. 






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[PD] Gem conflicts also with gridflow

2006-11-30 Thread Roman Haefeli
hi all

i discovered conflicts between gridflow and gem, when gem-objects like
[pix_image] or [pix_video] are used. if both libs are loaded and a patch
containing such objects is opened, the gem-windows freezes.

is that, because they use the same libraries (e.g. libjpeg etc.)?

roman



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Re: [PD] text3d / textoutline

2006-11-30 Thread Roman Haefeli
hi romain

On Thu, 2006-11-30 at 13:32 +0100, Romain Vuillet wrote:
 Hello list, i need to display some text in GEM...
 Even with the GEM examples patchs,  objets text3d  text outline doesn't 
 work (nothing appears in GEM window)
 
 Do i need some extra libraires ?
 

i think not, but you might need to load a truetype font first (*.ttf).
have a look at the help-file of [text3d] to see how it works.

roman








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Re: [PD] Setting latency or buffer size in Gem

2006-12-02 Thread Roman Haefeli


On Sat, 2006-12-02 at 13:21 +0100, Frank Barknecht wrote:
 Also I don't see how it
 could solve the problem of two different latencies, if the audio-Pd's
 latency is set high while the Gem-Pd's graphical latency is still the
 standard one.

if separating gem- and audio-part in two instances of pd, you could run
the audio-pd with -rt and low latency, so both are 'fast'.

of course, this would work only, if there is a opportunity to split
audio and gem, which is not the case in your project, as you mentioned.


roman






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Re: [PD] Gem: can't load library

2006-12-04 Thread Roman Haefeli
hi marius

On Mon, 2006-12-04 at 11:30 -0500, marius schebella wrote:
 hi,
 may I join you in that discussion?
 I understand now that the Gem package in the pd-extended is built for 
 nvidia support and does not run without a nvidia card. correct?
 But what I want to know is, (I don't know so much about configure 
 scripting..) when I build my own Gem and have NO nvidia card, will I 
 have to type --disable-NV? that would not make sense to me...
 I would like to compile my Gem later today. so thnx for answers.
 marius.
 

i might be wrong, but as far as i understand the idea of a configure
script, it is here, to check if all libraries are installed, that are
needed to run the binary, that you are going to compile, also where they
are, and also if some optional libraries are there, which may improve
the functionality of your binary to compile. if a certain optional
funcionality is non-existent on your computer (e.g. nvidia
extension), ./configure should automatically disable it, when generating
the makefile. if the configure doesn't print errors, you can expect,
that the binary you are going to compile will work (at least on your
system).

in your case, when you execute ./configure, it should print something
like:

using NV-extensions  : no

that means, you don't need to add the flag '--disable-NV' to configure.

i hope i could help

roman 



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Re: [PD] Midi sequencing

2006-12-04 Thread Roman Haefeli
On Mon, 2006-12-04 at 15:41 -0500, carmen wrote:
 On Mon Dec 04, 2006 at 09:20:02PM +0100, Roman Haefeli wrote:
  hi cypod
  
  On Mon, 2006-12-04 at 09:22 -0800, Cypod wrote:
   Hi PD list,
 Can anybody recommend a midi sequencing application that works well
   with pd and possibly jack?
  
  what you mean by 'works well' is heavily dependent on what you intend to
  do. when using midi or streaming sound around, i see no other way than
  using jack as a communication layer between the application and
  puredata. from that point, any app that has jack-ability works
  technically well with pd.
 
 PD's [midiin]s can recieve from jack midi ports? 

it seems so. at least when starting pd with '-jack' (well, that flag
still doesn't work here, but i use a workaround by sending a message
[audio-setapi some values( ), pd shows up in jacks audio-connections
and midi-connections dialog. and if i connect rosegarden's midi out to
pd's midiin, i can receive the midimessages sent by rosagarden in pd
(and vice versa, of course). this was tested on ubuntu dapper with jackd
from the ubuntu-distro and pd-0.40-0 from cvs.

anyway, in pd's media menu, there is the box 'ALSA-MIDI' activated, so i
don't know how to interprete this, i mean if pd really supports jack's
midi, or if jack does provide some alsa emulation. at least it works.

 if not, maybe you mean to suggest alsa MIDI.. and an external sequencer.

no, i mean a a software sequencer running on the same computer like pd
runs on.


roman




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Re: [PD] Midi sequencing

2006-12-05 Thread Roman Haefeli
On Mon, 2006-12-04 at 23:41 +, Cesare Marilungo wrote:
 Roman Haefeli wrote:
  On Mon, 2006-12-04 at 15:41 -0500, carmen wrote:

  On Mon Dec 04, 2006 at 09:20:02PM +0100, Roman Haefeli wrote:
  
  hi cypod
 
  On Mon, 2006-12-04 at 09:22 -0800, Cypod wrote:

  Hi PD list,
Can anybody recommend a midi sequencing application that works well
  with pd and possibly jack?
  
  what you mean by 'works well' is heavily dependent on what you intend to
  do. when using midi or streaming sound around, i see no other way than
  using jack as a communication layer between the application and
  puredata. from that point, any app that has jack-ability works
  technically well with pd.

  PD's [midiin]s can recieve from jack midi ports? 
  
 
  it seems so. at least when starting pd with '-jack' (well, that flag
  still doesn't work here, but i use a workaround by sending a message
  [audio-setapi some values( ), pd shows up in jacks audio-connections
  and midi-connections dialog. and if i connect rosegarden's midi out to

 Are you talking about qjackctl, here?

yes, i was inaccurate.
 
 If this is the case, you should know that the midi devices you see in 
 qjackctl are indeed ALSA midi devices. This explains why you have 
 ALSA-MIDI activated on pd and you can see it in the qjackctl midi 
 connections list
 
 There's not jack-midi support in pd at the moment, and AFAIK the 
 jack-midi protocol is still in early stage.
 

ah, ok. thank you for making this clear.

roman

 Ciao,
 
 c.
  pd's midiin, i can receive the midimessages sent by rosagarden in pd
  (and vice versa, of course). this was tested on ubuntu dapper with jackd
  from the ubuntu-distro and pd-0.40-0 from cvs.
 
  anyway, in pd's media menu, there is the box 'ALSA-MIDI' activated, so i
  don't know how to interprete this, i mean if pd really supports jack's
  midi, or if jack does provide some alsa emulation. at least it works.
 

  if not, maybe you mean to suggest alsa MIDI.. and an external sequencer.
  
 
  no, i mean a a software sequencer running on the same computer like pd
  runs on.
 
 
  roman
 
 
 
  
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Re: [PD] Gem: can't load library

2006-12-06 Thread Roman Haefeli
On Tue, 2006-12-05 at 19:48 -0500, marius schebella wrote:
 yup, still no luck with Gem here...
 when compiling cvs Gem on the machine with the Radeon X300 card, I got
 rid of the glDeleteProgramsNV error.
 but I can not play any movies. Pd either crashed or showed only one color.

do you have any other libs loaded besides Gem? i'd like to know, which.
i had a handfull of problems with gem before and it turned out that
these problems were conflicts between gem and other libs (pidip,
gridflow, 3dp and maybe some others). when testing gem, try first to
load it alone, with no other libs loaded. it also seemed to me, that the
order of how the libs are loaded has some effect, whether gem works
correctly or not. 


 I downgraded ubuntu to libgl1-mesa 6.4 (before it was 6.5).
 also no glDeleteProgramsNV problem, but no movies ( I test with the
 examples patch from the help.) at least Pd does not crash...
 So I am back to the debian package of Gem (v 0.90) which does not make 
 problems.
 iohannes, what do you want to know from me to locate that problem?
 with ...Gem/04.pix/05.film.pd I get the following console output:
 pix_film:: quicktime support
 pix_film:: libmpeg3 support
 pix_film:: libaviplay support
 pix_film:: libmpeg support
 GEM: Start rendering
 GL: invalid value
 [pix_filmNEW]: opening
 /usr/local/lib/pd//doc/examples/Gem/04.pix/../data/anim-1.mov with
 format 1908
 [pix_filmNEW]:  ...
 [pix_filmNEW]:  ...
 [pix_filmNEW]: loaded file:
 /usr/local/lib/pd//doc/examples/Gem/04.pix/../data/anim-1.mov with 90
 frames (256x256) at 30.00 fps
 but the texture is not rendered correctly. The whole cube is brownish.
 marius.

this might be not a problem of [pix_film] or [pix_image], but of
[pix_texture]. send a message [mode 0( to it, then the texture should be
applied as expected.

roman


 2006/12/5, Hans-Christoph Steiner [EMAIL PROTECTED]:
 
 
 
  On Dec 5, 2006, at 4:01 PM, chris clepper wrote:
  On 12/5/06, Hans-Christoph Steiner [EMAIL PROTECTED] wrote:
  
   So you are saying that they removed NV compatibility from in mesa
   when going from 6.4 to 6.5?
 
  This is just one specific extension for Nvidia specific shaders.  I don't
  know if anyone is using those shaders, but we could probably get by only
  with the ARB spec support.
 
 
  We are downgrading to mesa 6.4 because we know it works there. We also tried
  compiling against the 6.5 version.  It loaded, but had other issues.
  Actually, its the same bug that was reported for the autobuilds on
  Mac/Intel.  The video was playing but it was like it was only playing one
  pixel of the whole video, spread out over the whole area that was being
  textured.  This was with the examples/Gem/4.pix/05.movie.pd
 
  .hc
 
 
  
 
http://at.or.at/hans/
 
 
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Re: [PD] hid/linux: event permission

2006-12-06 Thread Roman Haefeli
On Tue, 2006-12-05 at 09:22 +0100, IOhannes m zmoelnig wrote: 
 Hans-Christoph Steiner wrote:
  
  Basically, you can either change the perms of the devices, or add your
  user to the root group.
  
 
 do i read correctly that you are proposing to add your user to the
 root group?
 
 i would rather change the group of /dev/input/event* via /etc/udev/rules.d/
 (and add myself to this group).

hi IOhannes, hi list

this sounds so easy, but it is not, at least for me. although this might
be off-topic, i'd like to ask the list, how to do this step-by-step,
since everyone, who uses [hid] on a linux-box, is confronted with that
question. the ugly solution i am using for now, is to change the
permissions manually each time i boot the computer and want to use a
joystick.

thanks for any suggestions

roman






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Re: [PD] hid/linux: event permission with udev

2006-12-06 Thread Roman Haefeli
hi IOhannes

On Wed, 2006-12-06 at 15:01 +0100, IOhannes m zmoelnig wrote:
 Roman Haefeli wrote:
  
  this sounds so easy, but it is not, at least for me. although this might
  be off-topic, i'd like to ask the list, how to do this step-by-step,
  since everyone, who uses [hid] on a linux-box, is confronted with that
  question. the ugly solution i am using for now, is to change the
  permissions manually each time i boot the computer and want to use a
  joystick.
 
 adding this line to /etc/udev/permissions.rules (on a debian system)
 KERNEL==event[0-9]*, MODE=0664, GROUP=games
 

thank you very much for providing this information.

 should give you rw-rw-r permissions (and the group will be set to games)
 choose your own group and mode.
 
 this is something you i have guessed by just looking at the /etc/udev/
 directory and the contents of some files therein. i do not doubt that
 there is lot of information available in the net.

yes, there is, maybe to much and too confusing for someone like me
since this wasn't asked before in the list and at the same time it
concerns so many people, i still believe it was a good choice to ask the
list. why should so many people find that out themselves and possibly
spend hours on that ( i admit i sometimes/often spend hours on rather
*stupid* things like that), when this could be stated once forever in a
thread containing the keywords 'hid' 'linux' 'event' 'permission' 'udev'
in its subject?  

roman



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Re: [PD] USING PICTURES FROM THE INTERNET

2006-12-06 Thread Roman Haefeli
On Thu, 2006-12-07 at 10:29 +, padawan12 wrote:
 
 Btw, is there a technique anyone knows to use an invisible canvas
 or something else to pick up mouse clicks within an image?

create first a hslider with the same dimensions as the image and set the
sendsymbol, then place [image your pix] over it, so that only the
image is visible. now you can receive mouseclicks with [r sendsymbol].
is that what you are looking for?

roman







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Re: [PD] pd console output within pd

2006-12-08 Thread Roman Haefeli
hi marius

just to give you a hint (i didn't try it out):

start pd with the '-stderr' flag and pipe stderr to pdsend, which sends
the data to a [netreceive] in your patch.

pd -stderr 21 | pdsend 1234

in the patch:

[netreceive 1234]

i hope it works

roman


On Fri, 2006-12-08 at 11:33 -0500, marius schebella wrote:
 hi,
 I am thinking of a possibility to get the console output back into pd. I 
 have a remote patch on a client machine that can open video files and I 
 want to send the success or error message to the server through osc.
 Is it possible to get the console output back into pd?
 is it possible to grab the console output in any other way?
 marius.
 
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Re: [PD] int float with pure data

2006-12-11 Thread Roman Haefeli
On Mon, 2006-12-11 at 14:25 +0100, IOhannes m zmoelnig wrote:
 Frank Barknecht wrote:
  Hallo,
  thomas thiery hat gesagt: // thomas thiery wrote:
  
  hello, I have just seen me a bug under pure data but I do not manage to 
  explain it. The problem comes from the int's box, I believe. I think 
  that you know it already. Here my patch
  
  Hm, I don't really see what should be the bug in this patch?
  
 
 roll to 41

do you need to roll to 41 in order to get 0. as output? i already
get this output with 21 as input.

roman



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Re: [PD] mr peach externals

2006-12-11 Thread Roman Haefeli
On Mon, 2006-12-11 at 19:07 +, Miguel Cardoso wrote:

 Sorry but I only found c and dll files...
 http://pure-data.iem.at/Members/martinrp/
 
 is there anywhere else where i can get the compiled files?

hi miguel

dll files _are_ the the compiled files (compiled for w32). if you are on
windows, put them into wherever/pd/extra, then you should be able to
use/load them.

roman



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Re: [PD] tuning an AM radio ideas

2006-12-13 Thread Roman Haefeli
hi Nick

a possibly stupid, unrealistic and very untested idea  comes to my mind:
why not build a real AM radio in pd? in a subpatch with a very high
samplingrate (using [block~]-object) you could amplitude modulate the
signal you want to transmit. with a narrow band-pass filter [bp~], that
is tuned to the carrier frequency, you could get back the amplitude of
the original signal. maybe you add some [noise~] to simulate cosmic
radiowaves. 
just a few ideas. i would be interested, if this approach has a chance
to work

roman

On Wed, 2006-12-13 at 11:04 +, [EMAIL PROTECTED] wrote:
 Hi all,
 I was just wondering would anyone here have an idea on a starting  
 point for a patch to simulate tuning in a station on an AM radio. I  
 want to make a virtual radio with say 5 chanels that i can tune  
 between replete with the hissing fizzing in between out of tune bits.
 Thanks
 Nick







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Re: [PD] tuning an AM radio ideas

2006-12-13 Thread Roman Haefeli
hi nick again

i didn't want to 'steal' your idea, but i found this subject so
interesting, that i tried to realize that approach in a pd-patch.
the patch needs [abs~] from zexy and [lp8_butt~] from iemlib. the patch
has 3 'stations' (three sources modulated on differently tuned carriers)
and one 'receiver'. because of the very high sampling rate in the
subpatch (1.53MHz, when pd runs with 44100Hz), the patch eats quite a
lot of the cpu.
surprisingly it sounds a bit like am-radio, though the quality of the
received signal is very bad. the choice of the carrier frequencies does
have big effect on the typical am-radio artefacts.
there are sure some things, that could be improved. maybe you have use
for it.

cheers
roman


On Wed, 2006-12-13 at 12:45 +, [EMAIL PROTECTED] wrote:
 yep, Thats kinda the approach I was thinkin of. Off to read up on AM  
 radio a bit.
 thanks for the suggestions
 
 On 13 Dec 2006, at 11:43, Roman Haefeli wrote:
 
  hi Nick
 
  a possibly stupid, unrealistic and very untested idea  comes to my  
  mind:
  why not build a real AM radio in pd? in a subpatch with a very high
  samplingrate (using [block~]-object) you could amplitude modulate the
  signal you want to transmit. with a narrow band-pass filter [bp~],  
  that
  is tuned to the carrier frequency, you could get back the amplitude of
  the original signal. maybe you add some [noise~] to simulate cosmic
  radiowaves.
  just a few ideas. i would be interested, if this approach has a chance
  to work
 
  roman
 
  On Wed, 2006-12-13 at 11:04 +, [EMAIL PROTECTED] wrote:
  Hi all,
  I was just wondering would anyone here have an idea on a starting
  point for a patch to simulate tuning in a station on an AM radio. I
  want to make a virtual radio with say 5 chanels that i can tune
  between replete with the hissing fizzing in between out of tune bits.
  Thanks
  Nick

#N canvas 627 103 770 301 10;
#N canvas 106 425 796 503 radio 0;
#X obj 6 10 inlet~;
#X obj 12 440 outlet~;
#X obj 7 49 +~ 1;
#X obj 8 76 *~ 0.5;
#X obj 9 98 *~;
#X obj 9 309 abs~;
#X obj 10 359 hip~ 20;
#X obj 8 181 +~;
#X obj 173 304 line~;
#X obj 184 5 inlet~;
#X obj 185 44 +~ 1;
#X obj 186 71 *~ 0.5;
#X obj 187 93 *~;
#X obj 8 289 vcf~ 1000;
#X obj 11 413 *~ 100;
#X text 75 30 sender1;
#X text 260 31 sender2;
#X obj 174 419 block~ 8192 1 32;
#X obj 363 11 inlet~;
#X obj 364 50 +~ 1;
#X obj 365 77 *~ 0.5;
#X obj 366 99 *~;
#X text 456 29 sender3;
#X obj 82 185 noise~;
#X obj 662 91 inlet;
#X text 655 65 tuning frequency;
#X text 86 99 carrier;
#X text 269 95 carrier;
#X text 450 97 carrier;
#X obj 9 331 lp8_butt~ 8000;
#X obj 428 79 osc~ 150311;
#X obj 253 77 osc~ 123080;
#X obj 75 82 osc~ 101273;
#X obj 81 211 *~ 0.005;
#X obj 173 281 pack f 200;
#X connect 0 0 2 0;
#X connect 2 0 3 0;
#X connect 3 0 4 0;
#X connect 4 0 7 0;
#X connect 5 0 29 0;
#X connect 6 0 14 0;
#X connect 7 0 13 0;
#X connect 8 0 13 1;
#X connect 9 0 10 0;
#X connect 10 0 11 0;
#X connect 11 0 12 0;
#X connect 12 0 7 0;
#X connect 13 0 5 0;
#X connect 14 0 1 0;
#X connect 18 0 19 0;
#X connect 19 0 20 0;
#X connect 20 0 21 0;
#X connect 21 0 7 0;
#X connect 23 0 33 0;
#X connect 24 0 34 0;
#X connect 29 0 6 0;
#X connect 30 0 21 1;
#X connect 31 0 12 1;
#X connect 32 0 4 1;
#X connect 33 0 7 1;
#X connect 34 0 8 0;
#X restore 132 80 pd radio;
#X obj 132 214 dac~;
#X obj 212 145 hsl 128 15 0 1 0 0 empty empty empty -2 -8 0 10 -262144
-1 -1 12700 1;
#X obj 132 172 *~;
#X obj 315 77 hsl 300 15 9 16 0 0 empty empty tuning_frequency
4 8 1 10 -262144 -1 -1 12600 1;
#X floatatom 312 106 8 0 0 0 - - -;
#X obj 31 37 adc~ 1;
#X obj 117 35 adc~ 3;
#X obj 192 37 adc~ 5;
#X text 375 106 Hz;
#X text 27 16 station1;
#X text 110 16 station2;
#X text 189 16 station3;
#X text 359 61 | 1;
#X text 453 60 | 2;
#X text 569 61 | 3;
#X obj 209 165 t f f;
#X obj 209 186 *;
#X connect 0 0 3 0;
#X connect 2 0 16 0;
#X connect 3 0 1 0;
#X connect 3 0 1 1;
#X connect 4 0 0 3;
#X connect 4 0 5 0;
#X connect 6 0 0 0;
#X connect 7 0 0 1;
#X connect 8 0 0 2;
#X connect 16 0 17 0;
#X connect 16 1 17 1;
#X connect 17 0 3 1;
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[PD] [PD-announce] netpd-shuffle: the netpd-radio

2006-12-14 Thread Roman Haefeli
hi all

netpd-shuffle, the netpd-radio-stream, plays just everything that ever
has been recorded from netpd-sessions. there is also an
ANTI_BOREDOM_BUTTON on it's webinterface, that is to press, when a
session lasts for a too long time and is going to become boring (some
sessions are more than an hour long and stay the same for some time,
because everyone is chatting instead of making music ;-)

http://www.netpd.org/listen

--this is all stuff made purely with puredata--

on the same stream livesessions will be broadcasted, that hopefully will
happen every thursday @ 9pm GMT. everyone is kindly invited to
participate. 

cheers
roman




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Re: [PD] [PD-announce] netpd-shuffle: the netpd-radio

2006-12-15 Thread Roman Haefeli
hi mark

quite a few applications are involved:
-a bash-scripts (wget, sed, etc.) creates a actual playlist (m3u) from
the apache-directory-list
-mplayer is started with '-input file=fifo'-flag and plays the
m3u-file in shuffle mode. trough the fifo it can be controled by any
other application
-mplayer connects itself with puredata over the jack-server.
-a puredata-patch converts the audio into a mp3-stream using the
[mp3cast~]-object from y.degoyon's unauthorized. it's maybe not too
straight forward to go over pd for that purpose, but i like to have the
opportunity to process the stream (gain-control [which i plan to
implement], add jingles or whatever)
-an icecast-server receives the mp3-stream from pd
-a little php-script sends the appropriate command to the fifo, that is
read by mplayer, when the button on the webpage is clicked.

roman



On Fri, 2006-12-15 at 06:19 -0800, mark edward grimm wrote: 
 hey roman,
 
 just curious what software you used for the streaming
 radio... icecast or something to that effect?
 
 BTW. the shuffle option is pretty cool:)
 
 cheers
 mark
 
 --- Roman Haefeli [EMAIL PROTECTED] wrote:
 
  hi all
  
  netpd-shuffle, the netpd-radio-stream, plays just
  everything that ever
  has been recorded from netpd-sessions. there is also
  an
  ANTI_BOREDOM_BUTTON on it's webinterface, that is to
  press, when a
  session lasts for a too long time and is going to
  become boring (some
  sessions are more than an hour long and stay the
  same for some time,
  because everyone is chatting instead of making
  music ;-)
  
  http://www.netpd.org/listen
  
  --this is all stuff made purely with puredata--
  
  on the same stream livesessions will be broadcasted,
  that hopefully will
  happen every thursday @ 9pm GMT. everyone is kindly
  invited to
  participate. 
  
  cheers
  roman
  
  
  
  
 
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   megrimm.net | socialmediagroup.org  .com   
   [EMAIL PROTECTED] | 585.509.8703
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Re: [PD] Re: [PD-ot] how low (latency) can you go?

2006-12-16 Thread Roman Haefeli
On Sat, 2006-12-16 at 20:38 -0500, Mathieu Bouchard wrote:
 On Sun, 17 Dec 2006, Patco wrote:
  aws a écrit :
  A general method for latency measurement of any system is described in 
  this paper: Matthew Wright, Ryan Cassidy, Michael Zbyszynski, Audio and 
  Gesture Latency Measurements on Linux and OSX, Proceedings of ICMC 
  2004, Miami
 
  or just connect ãudio input to audio output of the soundcard and take a 
  measure with some patch magics.
 
 Exactly. That's what I said a few mails ago. Try 
 doc/7.stuff/tools/latency.pd ... however it doesn't seem to be super 
 precise. Do you have any ideas on how to make it more precise?


the attached patch has sample precision, but it requires some user
interaction to give you a result (and [dirac~] from zexy).

roman
#N canvas 193 337 1249 508 10;
#X obj 148 42 metro 500;
#N canvas 0 0 450 300 (subpatch) 0;
#X array scope 1200 float 2;
#X coords 0 1.3 1200 -1.3 1200 200 1;
#X restore 31 290 graph;
#X obj 148 15 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1
;
#X text 404 61 2 start the metro in order to send dirac-impulses;
#X text 405 24 1 shortcut out1 of your soundcard with in1;
#X obj 198 194 dac~ 1;
#X obj 198 214 adc~ 1;
#X obj 147 245 dac~ 2;
#X obj 197 245 tabwrite~ scope;
#X text 170 12 start/stop measurement;
#X text 426 39 ('1' can be replaced by any number);
#X text 401 90 3 adjust the delay \, so that the direct impulse is
synced to the incoming impulse and you hear/see only one impuls.;
#X obj 401 159 loadbang;
#X obj 99 64 dirac~;
#X obj 99 108 delwrite~ latencyemu 100;
#X obj 101 169 delread~ latencyemu;
#X floatatom 101 140 5 0 0 0 - - -;
#X text 182 140 - adjust delay;
#X text 139 140 ms;
#X msg 401 182 \; pd dsp 1 \; scope xticks 0 4.41 10 \;;
#X text 468 274 | 10ms;
#X text 908 274 | 20ms;
#X connect 0 0 8 0;
#X connect 0 0 13 0;
#X connect 2 0 0 0;
#X connect 6 0 7 0;
#X connect 6 0 8 0;
#X connect 12 0 19 0;
#X connect 13 0 5 0;
#X connect 13 0 14 0;
#X connect 15 0 8 0;
#X connect 15 0 7 0;
#X connect 16 0 15 0;
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[PD] network problem with pd / [list-fifo]

2006-12-17 Thread Roman Haefeli
hi all

netpd's major problem is the occurence of many dropouts in certain
situations. one reason is the way how all (at least all i know) network
related objects in pd handle buffer overruns. when the buffer of a
network object is full, the whole pd processing is stopped until the
buffer  gets emptied again. buffer overruns could be avoided in
userspace, if these object would output their internal state. it would
be already quite helpful, if there would be a second outlet, that
outputs a bang when ever the buffer is completely emptied (like
[textfile] or [list-drip] and other object do). with this information it
would be possible to build a patch, that uses maximum bandwidth without
ever getting dropouts. the above concerns at least [netsend],
[netserver]/[netclient] (from maxlib) and possibly the objects from
mrpeach.


as a crude solution to limit bandwidth in netpd, i made the attached
abstraction [list-fifo]. i am not sure, if it is a suitable name. 

@frank
if you think, that fits into your list-abs-collection, feel free to
add/modify it.

roman
#N canvas 546 60 474 380 10;
#X obj 138 129 list append;
#X obj 139 101 list;
#X obj 139 79 t b l;
#X obj 22 182 list split 1;
#X obj 22 160 list append;
#X obj 22 206 sel [delim];
#X obj 22 134 until;
#X obj 139 57 list append [delim];
#X obj 94 278 list append;
#X obj 94 228 t b l;
#X obj 94 256 list;
#X obj 22 305 list;
#X obj 22 231 t b b;
#X obj 22 6 inlet trigger;
#X obj 139 5 inlet list;
#X obj 303 6 inlet delimiter;
#X obj 303 28 route symbol;
#X obj 22 329 outlet;
#X obj 239 332 outlet;
#X obj 180 171 b;
#X connect 0 0 1 1;
#X connect 0 0 4 1;
#X connect 1 0 0 0;
#X connect 2 0 1 0;
#X connect 2 1 0 1;
#X connect 3 0 5 0;
#X connect 3 1 4 1;
#X connect 3 1 1 1;
#X connect 3 2 18 0;
#X connect 3 2 19 0;
#X connect 4 0 3 0;
#X connect 5 0 12 0;
#X connect 5 1 9 0;
#X connect 6 0 4 0;
#X connect 7 0 2 0;
#X connect 8 0 10 1;
#X connect 8 0 11 1;
#X connect 9 0 10 0;
#X connect 9 1 8 1;
#X connect 10 0 8 0;
#X connect 11 0 17 0;
#X connect 12 0 11 0;
#X connect 12 1 10 1;
#X connect 12 1 8 1;
#X connect 12 1 6 1;
#X connect 13 0 6 0;
#X connect 14 0 7 0;
#X connect 15 0 16 0;
#X connect 16 0 7 1;
#X connect 16 0 5 1;
#X connect 19 0 6 1;
#N canvas 131 63 657 285 10;
#X obj 18 196 print;
#X obj 76 166 print EOF;
#X obj 18 12 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X msg 47 32 eins due trois four;
#X msg 56 52 1 2 3 4 5;
#X symbolatom 69 73 10 0 0 0 - - -;
#X floatatom 82 90 5 0 0 0 - - -;
#X text 204 65 [list-fifo] keeps back incoming messages \, so that
they can be outputted afterwards.;
#X text 202 150 [list-fifo] can be used to limit the number of messages
passing during a certain time (might be usefull to limit the used network
bandwidth).;
#X symbolatom 114 117 10 0 0 0 - - -;
#X text 194 116 - change delimiter symbol;
#X text 202 215 !! PROBLEM !!;
#X text 42 11 - trigger output;
#X obj 18 137 list-fifo;
#X text 203 233 when a message contains the delimiter symbol \, it
is falsely split into two parts.;
#X connect 2 0 13 0;
#X connect 3 0 13 1;
#X connect 4 0 13 1;
#X connect 5 0 13 1;
#X connect 6 0 13 1;
#X connect 9 0 13 2;
#X connect 13 0 0 0;
#X connect 13 1 1 0;
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Re: [PD] network problem with pd / [list-fifo]

2006-12-18 Thread Roman Haefeli
On Mon, 2006-12-18 at 13:47 +0100, Frank Barknecht wrote:
 Hallo,
 Roman Haefeli hat gesagt: // Roman Haefeli wrote:
 
  as a crude solution to limit bandwidth in netpd, i made the attached
  abstraction [list-fifo]. i am not sure, if it is a suitable name. 
  
  @frank
  if you think, that fits into your list-abs-collection, feel free to
  add/modify it.
 
 Thanks a lot, this can be a very useful patch. I added it to the
 [list]-abs on CVS with some small changes/extensions: Internally it
 uses the new [list-extend] abstraction now to build lists from
 incoming messages. I added a clear method to the first inlet to
 empty the FIFO, I changed the default delimiter to the empty symbol,
 and added the possibility to set the delimiter with an abstraction
 argument as well like [list-fifo my-l33t-del1m17er]

wow.. cool!






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Re: [PD] [*] vs [*~]

2006-12-28 Thread Roman Haefeli

--- Tim Blechmann [EMAIL PROTECTED] schrieb:

   and why is expr~ so slow?
  
  I don't know, this might deserve a look (or a
 rewrite).
 
 sample-wise dsp processing is usually way slower
 than block-wise. iirc,
 i read something about a factor 2 ...

afaik, [expr~] does non-recursive / block-wise
processing, whereas [fexpr~] does sample-wise /
recursive processing. so, your explanation would apply
to [fexpr~], if i am not totally wrong.

roman




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RE: [PD] Re: [GEM-dev] Re: pix_video and dv1394 capture on Edgy

2006-12-28 Thread Roman Haefeli

--- Mathieu Bouchard [EMAIL PROTECTED] schrieb:

 On Thu, 28 Dec 2006, Ivica Ico Bukvic wrote:
 
  Thanks for the advice but I am hoping to avoid
 webcam due to inherent
  quality/fps decrease.
 
 USB2 is 40 times faster than USB1: at 400 mbps, in
 720x576, full color 24 
 bits per pixel, cameras could do 40 fps... but
 typically they don't, they 
 use half the data rate (decimation of chroma
 columns, as in most broadcast 
 video) and have a cap at 30 fps because anyway the
 motion is already 
 blurry enough at 30 fps.

anyway, though it theoretically should be possible to
capture a webcam with [EMAIL PROTECTED], i couldn't find a
cam yet, that supports these values. also, it is so
confusing, that often they are advertized as usbII
capable cams, but actually they don't make use of the
bandwidth. further you find often a maximum framerate
in the specs, but not which dimensions these maximum
rate is related to. webcam sellers are really pissing
me off. i bought a spc900nc, which works with the
opensource pwc linux webcam driver. though this cam
should be capable of capturing at 90fps according to
the specs, i couldn't reach that rate neither with the
proprietary windows driver nor with the pwc driver.
the maximum with the pwc i could get is [EMAIL PROTECTED],
which is less than 1/4 of what you say should be
possible with usbII.
more moanings about webcams:
it's hard to tell in advance, if it will be possible
to switch automatic gain control/automatic white
balance/automatic shutter time on and off, which could
be important when using a cam with gem/pdp/gridflow.
with the cam i mentioned above, i have the following
colospace problems:
-pdp is capturing the cam as expected  
-gridflow captures it only in yuv420p colorspace and
one needs to convert it to RGB using gridflow objects,
which is heavily cpu expensive.
-gem shows the captured image as bgr instead of rgb,
so colors red and blue are swapped. it is possible to
convert it to rgb with [pix_colormatrix], which is
also very cpu expensive. 

fazit: webcams are kind of an annoying topic and i can
really understand ivico's efforts to get a dv-cam
working with gem.  

roman 





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[PD] Pduino: change read speed

2007-01-12 Thread Roman Haefeli
hello

i recently ordered two arduino boards and now i try my first steps with
it. i downloaded Pduino-0.2 and uploaded the firmware to the chip. i
encountered a little, but sometimes annoying problem, when using the
board with [arduino]-object. when i enable one or more analog inputs,
the arduino sends so much data, that data sent from computer to arduino
gets delayed, sometimes up to 10 seconds. this makes it impossible for
me to use the outputs, while using the analog ins at the same time. i
use the [arduino]-object as it is (with the hardcoded baudrate of
115200) and i connect the arduino-board directly to one of my laptop's
usb-ports. 
i counted the messages i receive from the the analog input, when i
enable it:
1 analog input enabled:  ~960 values/s 
2 analog inputs enabled: ~480 values/s per input
3 analog inputs enabled: ~320 values/s per input 
(and so on)

would it be easy to change the code of the firmware, so that it sends
the values of each analog input with a fixed rate (e.g. 100 Hz)?

i am not a c programmer, anyway i tried to search for kind of a delay
function in the code, but couldn't find anything. am i right in
assuming, that as it is now, it cycles through the code and sends each
time the values with the maximum possible rate, or in other words: there
is no speedlimit in the firmware? if so, how hard would it be to
implement kind of a speedlimit on the arduino-side?

any suggestions are welcome.

roman






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Re: [PD] Pduino: change read speed

2007-01-13 Thread Roman Haefeli

On Sat, 2007-01-13 at 01:17 -0500, Martin Peach wrote:
 Roman Haefeli wrote:
  hello
 
  i recently ordered two arduino boards and now i try my first steps with
  it. i downloaded Pduino-0.2 and uploaded the firmware to the chip. i
  encountered a little, but sometimes annoying problem, when using the
  board with [arduino]-object. when i enable one or more analog inputs,
  the arduino sends so much data, that data sent from computer to arduino
  gets delayed, sometimes up to 10 seconds. this makes it impossible for
  me to use the outputs, while using the analog ins at the same time. i
  use the [arduino]-object as it is (with the hardcoded baudrate of
  115200) and i connect the arduino-board directly to one of my laptop's
  usb-ports. 
  i counted the messages i receive from the the analog input, when i
  enable it:
  1 analog input enabled:  ~960 values/s 
  2 analog inputs enabled: ~480 values/s per input
  3 analog inputs enabled: ~320 values/s per input 
  (and so on)
 
  would it be easy to change the code of the firmware, so that it sends
  the values of each analog input with a fixed rate (e.g. 100 Hz)?
 

 You could always run at a baud rate like 1200, so the arduino is not 
 able to send more than 120 bytes per second.

the problem i have, is not that i don't want so much data, but that the
analogIns eat whole bandwidth, so that i get jitter on the digitalOuts.
setting another baud rate doesn't seem to solve this problem, since the
analogIns send with lower rate then, but still eat whole available
bandwidth. maybe i am totally wrong, but my assumption is, that when the
analogIns don't send so fast, that they fill the bandwidth, there would
be less jitter on the digitalOuts. when using digitalOuts without the
analogIns enabled, i don't have noticable jitter at all. that is why i
thought, limiting the speed of the analogIns would help. 

roman








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Re: [PD] Pduino: change read speed

2007-01-13 Thread Roman Haefeli
On Sat, 2007-01-13 at 03:59 +0100, Christian Klippel wrote:
 Am Samstag, 13. Januar 2007 03:31 schrieb Roman Haefeli:
  hello
 
 [...snip...]
 
 
  would it be easy to change the code of the firmware, so that it sends
  the values of each analog input with a fixed rate (e.g. 100 Hz)?
 
  i am not a c programmer, anyway i tried to search for kind of a delay
  function in the code, but couldn't find anything. am i right in
  assuming, that as it is now, it cycles through the code and sends each
  time the values with the maximum possible rate, or in other words: there
  is no speedlimit in the firmware? if so, how hard would it be to
  implement kind of a speedlimit on the arduino-side?
 
  any suggestions are welcome.
 
 
 the best way would be to implement a threshold and a gating function that 
 handles the adc readouts. i'm doing that in the multio. it works like this:
 
 the last sent value is saved. the actual readout is compared to that, and if 
 the difference is above a given threshold, it will open the gate for a 
 certain amount of time. during that time it sends all values (as long as they 
 change, regardless of the threhold). each time the change is above the 
 threshold, the open-time is reset. now, when the changes are below the 
 threhold during the gate-open time, the time runs out. then it closes the 
 gate again and the whole thing starts over.
 
 this has two advantages: when nothing happens, there are no values to send at 
 all. but while the gate is on, you dont miss any change, allowing for smooth 
 transistions, and get all values as they come in.

this would solve my problem, when for example i don't move a physical
fader, that is connected to the arduino board. but as as long as i am
moving that fader, the respective analogIn sends its values with the
maximum rate, so i will probably have jitter on the digitalOuts again.
of course, your proposal would be much more elegant in terms of saving
badwidth, when it is not used, but unfortunately i am not able to code
it. 

basically, i hoped it would be as easy as inserting a line somewhere in
the firmware code, that says something like: 

'wait here for 1ms, then continue'

i wouldn't mind, if this would lower the over all rate, as long as
jitter is reduced.

roman
 






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Re: [PD] Pduino: change read speed

2007-01-13 Thread Roman Haefeli
On Sat, 2007-01-13 at 10:50 -0500, Martin Peach wrote:
 Roman Haefeli wrote:
  On Sat, 2007-01-13 at 03:59 +0100, Christian Klippel wrote:

  Am Samstag, 13. Januar 2007 03:31 schrieb Roman Haefeli:
  
  hello

  [...snip...]
 
  
  would it be easy to change the code of the firmware, so that it sends
  the values of each analog input with a fixed rate (e.g. 100 Hz)?
 
  i am not a c programmer, anyway i tried to search for kind of a delay
  function in the code, but couldn't find anything. am i right in
  assuming, that as it is now, it cycles through the code and sends each
  time the values with the maximum possible rate, or in other words: there
  is no speedlimit in the firmware? if so, how hard would it be to
  implement kind of a speedlimit on the arduino-side?
 
  any suggestions are welcome.
 

  the best way would be to implement a threshold and a gating function that 
  handles the adc readouts. i'm doing that in the multio. it works like this:
 
  the last sent value is saved. the actual readout is compared to that, and 
  if 
  the difference is above a given threshold, it will open the gate for a 
  certain amount of time. during that time it sends all values (as long as 
  they 
  change, regardless of the threhold). each time the change is above the 
  threshold, the open-time is reset. now, when the changes are below the 
  threhold during the gate-open time, the time runs out. then it closes the 
  gate again and the whole thing starts over.
 
  this has two advantages: when nothing happens, there are no values to send 
  at 
  all. but while the gate is on, you dont miss any change, allowing for 
  smooth 
  transistions, and get all values as they come in.
  
 
  this would solve my problem, when for example i don't move a physical
  fader, that is connected to the arduino board. but as as long as i am
  moving that fader, the respective analogIn sends its values with the
  maximum rate, so i will probably have jitter on the digitalOuts again.
  of course, your proposal would be much more elegant in terms of saving
  badwidth, when it is not used, but unfortunately i am not able to code
  it. 
 
  basically, i hoped it would be as easy as inserting a line somewhere in
  the firmware code, that says something like: 
 
  'wait here for 1ms, then continue'
 
  i wouldn't mind, if this would lower the over all rate, as long as
  jitter is reduced.
 

first, thank you, martin and chris, for all your ideas and patience.

   
 Adding a millisecond delay would increase the jitter.

ah, ok. 

 Another way would 
 be to have the arduino only  send analog  when  requested.
 At the moment it sends digital ins only if they have changed, but sends 
 every analog value.
 Are you sure the jitter is not caused by pd?

no, i don't know how to check that. actually, i don't know, where the
bottleneck is. the only i can say is, that when analogIns are enabled,
it takes up to 10 seconds from sending the message [digital 13 1( until
i see the led light up. also the message to disable reporting of analog
inputs takes very long then. after the message arrived, jitter of
digital is not noticable anymore.

  I tested comport with an 
 oscilloscope on the serial pin and a [metro] triggering [comport]. The 
 jitter was in the millisecond range, and could be reduced by decreasing 
 the audio block size but not eliminated.
 If the arduino is causing the jitter it should go down as you increase 
 the baud rate since the time to send an analog value goes down. 

actually, i use 115200, which is the default in the [arduino]-object. i
tried also 57600 and 230400, but then i cannot set the digital inputs
anymore, though the RX led on the board is still blinking, when i send
messages.
does the firmware also be set to another baudrate, when i change it in
the [arduino]-object?

 At some 
 point the analog conversion takes longer than the data transmission and 
 then it won't go much faster.
 What kind of precision do you want? If you need to output a periodic 
 signal it might be easier to program the arduino to do that and use pd 
 to set the period but not send the actual pulses.

i use the digitalOuts to trigger linear solenoids (is that the correct
expression? hubmagnete in german). they knock on some metal object. i
use pd to play them rhythmic patterns. that is why i care about jitter.
up to 10ms or even more should be ok, i don't think one notices that
much. but when it's 300ms or even 10s then it is not usuable to generate
rhythms anymore.   

 Also you could try changing the checkForInput function so that it stays 
 there longer:
 Change:
 void checkForInput() {
 if(Serial.available()) { 
 while(Serial.available()) {
 processInput( (byte)Serial.read() );
 }
 }
 }
 
 to:
 void checkForInput() {
 int i = 100;  
 while (--i) {
 if(Serial.available()) { 
 while(Serial.available()) {
 processInput( (byte

Re: [PD] Pduino: change read speed

2007-01-14 Thread Roman Haefeli
On Sun, 2007-01-14 at 14:31 -0500, Hans-Christoph Steiner wrote:
 On Jan 13, 2007, at 12:27 PM, Roman Haefeli wrote:
 
  On Sat, 2007-01-13 at 10:50 -0500, Martin Peach wrote:
 
  Also you could try changing the checkForInput function so that it  
  stays
  there longer:
  Change:
  void checkForInput() {
  if(Serial.available()) {
  while(Serial.available()) {
  processInput( (byte)Serial.read() );
  }
  }
  }
 
  to:
  void checkForInput() {
  int i = 100;
  while (--i) {
  if(Serial.available()) {
  while(Serial.available()) {
  processInput( (byte)Serial.read() );
  }
  }
  }
  }
 
  this worked for me. messages TO the board don't get delayed anymore.
  many thanks again.
 
  :-)
 
 Did this cause any added latency?  I have seen the problems that you  
 have pointed out, but I haven't had a chance to debug them.  I think  
 the key is to find ways to make things work at the full speed, rather  
 than find workarounds.
 
 The processInput() stuff should probably be handled using an  
 interrupt so output messages don't get dropped.  The tricky part  
 there is to handle output messages without causing jitter in the  
 input messages.  That's the ultimate goal.
 
 .hc

here a short (but a bit more detailed) report from my side:

i applied the proposed changes to the firmware-code and uploaded the new
version to the arduino board. after enabling analogIns it was still
possible to send messages to digitalOuts without any additional jitter.
but when i enable more than 3 analogIns, i have the same situation again
(as for now i can live with that). when 4 or more analogIns are enabled,
messages TO the board don't come through anymore and sometimes i even
need to close the connection in order to switch the analogIns off again
(closing [comport] has immediate effect, whereas turning analogIns off
might take up to 10s or more).
i measured again with the patched version, how many values i receive in
pd from the analogIns. Interestingly, i still get around 968 values per
seconds. that means, that martin peach's patch doesn't affect
performance of the arduino board, but increases the amount of enabled
analogIns whitout having jitter from 0 (original version) to 3 (martin
peach's version).

maybe it looks stupid from a coder perspective, but i will test if i can
make it work with all analogIns enabled by increasing the while loop to
200 iterations (1 iteration = no analogIn; 100 iterations = 3 analogIns;
200 iterations = 6 analogIns?)

roman
 








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Re: [PD] wave morphing

2007-01-15 Thread Roman Haefeli
On Mon, 2007-01-15 at 11:49 +0100, Roman Haefeli wrote:

 
  the output of [wrap~] is always = 0 and  1. 

which is wrong, when the input is 0. i din't read carefully, sorry.



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Re: [PD] Glitches during audio test on Mac OS X (newbie)

2007-01-18 Thread Roman Haefeli
hello joseph

i am not a mac user myself, but a student mate of mine had a similar
problem with any version of pd (we tried about 4 different versions).
However, we couldn't find any setting to avoid these glitches (these
glitches have been also very regular, like: 'zlic - zlic-zlic',
like in your case). even setting the samplerate to 48000Hz didn't help,
though that was mentioned in some mails before. also on her computer
other applications ran fine, only pd was causing trouble. then we tried
to run pd over jack and all troubles are gone. there is even a
precompiled osx-binary of jack and an appropriate gui available, which
makes the installing very easy:  http://www.jackosx.com/

i hope that this will be a help also for you

roman

On Thu, 2007-01-18 at 06:04 +, Joseph Wilk wrote:
 Greetings everyone,
 
 
 
 Thank you for your consideration in my problems getting going with Pd.  I am 
 currently running Pd version 0.40-2 for Mac OS X 10.4 (PPC  Intel).  On this 
 computer, I have Mac OS X 10.4.8 running on a 1.67 GHz PowerPC G4 with 1 GB 
 of RAM.  I am using my built-in audio drivers.
 
 
 
 When I try to run the audio test or any other audio-based patch, I get 
 terrible glitches.  Usually, they are spaced evenly in a 1-2-3-4 1-2-3-4 
 rhythm (only occasionally breaking that rhythm before settling back).  No 
 matter what I set the delay to, I get these glitches in the sound.  No other 
 audio program (like Ableton Live) is having any issues with the on-board 
 sound card  I am not running any other programs at the time of Pd.  I can 
 reproduce this issue faithfully through several releases back, even with 
 special extended compiles.
 
 
 
 Does anyone have any suggestions for how I can continue troubleshooting or 
 correct this problem?  Thank you kindly!
 
 
 
 Best wishes,
 
 Joseph Wilk
 
 
 
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Re: [PD] jack

2007-01-19 Thread Roman Haefeli
On Fri, 2007-01-19 at 17:48 +, Miguel Cardoso wrote:
 since im on macintel, pdvst doesn't work.
 
 
 i downloaded jack, but it isn't compiled. can anyone help on compiling
 jack for macintel?



there is  http://www.jackosx.com/ ( i posted the link two days ago). though, i 
don't know if that works also on intel-macs.

roman



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Re: [PD] slowly load a pd-patches/abs without dropouts

2007-01-20 Thread Roman Haefeli
hello 

personally, i think it is not worth that much effort. unfortunately
creating a patch dynamically is NOT the same as 'executing' each line of
the pd-file. this makes slow dynamic creation much more complicated than
necessary. also, in order to follow your rule to do EVERYTHIN slowly,
you would have to turn every instance of an abstraction into an subpatch
and therefore you would need to parse all dollararguments and convert
them to their appropriate values. probably there are many problems more,
which don't come to mind right now.

this approach is like netpd started in the beginning, but it turned out,
that this adds too much complexity. 

anyway, i think that these kind of problems shouldn't be solved in the
userspace, but in pd itself, since that is a general problem. it would
be interesting, if there is ever a chance, that pd loads patches without
dropouts or if this is impossible by design. there are other similar
problems, that cause dropouts, which might be easier to solve like
dropouts on full network buffer or writing and reading files. 

roman

On Sat, 2007-01-20 at 11:56 +0100, Enrique Erne wrote:

 hi list
 
 i'd like to open patches or dynamically create abstractions during a 
 performance
 without having dropouts. that's why i'm trying to build a system that slowly
 loads a patch.
 
 instead [; pd open patch-name.pd path( or [; pd-subpatchname obj 10 10
 abstraction-name args( it reads the patch with [textfile] and creates the 
 objects
 slowly line by line.
 
 a problem was to rebuild the exact order of the subpatches. as far as i 
 tested it
 works now. if a patch doesn't load correctly please let me know and send it 
 to me.
 
 to identify subpatches and place the objects in the right place it adds a 
 number
 in front of the sub-patch name like this: [pd *id*-subpatchname].
 -- just found out there is a msg [; pd-subpatchname rename newname(, after
 renaming the sub-patch to it's original names the is no visual update, besides
 that it works fine.
 
 an other problem was with the array from Menu / Put / Array. it loads now even
 with content.
 
 any comments are welcome.
 
 eni







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Re: [PD] pack/unpack

2007-01-20 Thread Roman Haefeli
On Sat, 2007-01-20 at 19:13 +0100, IOhannes m zmoelnig wrote:
 [EMAIL PROTECTED] wrote:
  hi, forgot how to get the result to be a condensed h u p (hup).
  Attachment below... Perhaps an extra bang is needed. Did it before in a
  patch that freezes on startup now.
 
 at the risk of sounding sarcastic: it would be interesting to know what
 you are talking about

from guessing i'd say you want to convert a message [list h u p( to
[symbol hup(. (am i right?). there is [list2symbol(, which is part of
zexy, and iirc, there is also an abstraction in franks list-abs-library,
that can do the same without using externals.

i agree with IOhannes, that there would have been ways to say more
clearly, what you want effectively.

roman



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Re: [PD] Fwd: basic logic (AND OR) and control in PD

2007-01-22 Thread Roman Haefeli
On Mon, 2007-01-22 at 12:01 +, matthew venn wrote:

 So I want a bunch of buttons that do *multiple actions, depending on
 the current state of the sampler*. So for example I gave:
 
 * in stop mode, if I press the button we go to record/play mode
 * in record/play mode, the button closes the loop and stops playback.
 
 I will need a few different states, such as
 
 * playing
 * overdubbing
 * stopped
 * recording
 
 that will be tied to 1 of a few different parallel samplers (probably
 around 4).

hi matthew again

i attached a small patch, that shows how i would implement the most
simple 'state alternator'. if you want to make state switching dependent
on other states, it might be helpfull to have a look at the helppatch of
[ ], [|| ], [== ] and such. with these objects, it should be possible
to implement the logic you want to achieve. 

some random tips, that are important, when doing logic-stuff:

* many objects with two inlets only send a 'result' to the outlet, when
they're triggered by the left ('hot') inlet, whereas, if they get a
message at their right ('cold') inlet, only their internal state is
changed, but nothing is sent to the outlet. (Section 2.3.3 of the
pd-html-manual is more detailed and might be interesting for you)

* you should care about execution order. for example, when one outlet is
connected to two inlets, the order of execution is *not* defined, or in
other words: you don't know, which inlet gets the message first.
therefore usually a [trigger]-object is inserted in between in order to
avoid 'undefinedness' (have a look at the help of [trigger]).

* read the section about the 'depth-first'-principle in pd (section
2.3.2).  

i hope, that was not too 'teacherish' ;-)

roman
#N canvas 746 329 458 378 10;
#X obj 51 21 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X text 73 20 -- switch states;
#X obj 51 85 ==;
#X obj 93 85 f;
#X obj 51 179 select 0 1;
#X text 64 58 ;
#X text 64 145 ;
#X text 82 41 (when hit \, it sends a a 'bang';
#X text 94 109 sends alternating '0' and '1';
#X text 144 174 if input matches \, send 'bang to;
#X text 143 191 the appropriate output.;
#X text 99 216 ---;
#X msg 51 261 stop;
#X msg 93 261 play/record;
#X obj 51 307 print;
#X connect 0 0 2 0;
#X connect 2 0 3 0;
#X connect 2 0 4 0;
#X connect 3 0 2 1;
#X connect 4 0 12 0;
#X connect 4 1 13 0;
#X connect 12 0 14 0;
#X connect 13 0 14 0;
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Re: [PD] pd 0.40.2 horizontal scroll-bar bug

2007-01-27 Thread Roman Haefeli
hello pat

On Sat, 2007-01-27 at 15:00 -0500, patrick wrote:
 hi,
 
 i compiled pd 0.40.2 from miller's site. minor bug here on linux, see 
 the screenshot. the bottom horizontal scroll-bar is not working. this

i think on your picture there is actually a scrollbar, but it is very
small. i guess, because there is one or more objects quite far on the
left side of the visible part in your patch. (the scrollbar is at the
right end).   
 
 behavior was not in pd 0.39.x - also sometimes all objects are moving on 
 the left side of the patch.

maybe that is what happened here?

roman




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Re: [PD] edit or play mode information

2007-01-29 Thread Roman Haefeli
On Mon, 2007-01-29 at 15:19 -0500, Chuckk Hubbard wrote:
   Also, for me, the .pd extension isn't needed on
 subpatches...

just in order to clarify it, if still unclear:

when sending messages to canvasses, the adress (or selector or whatever
it is called correctly) is pd-canvasname. that is why, when adressing
main-patches or abstractions, there IS an extension '.pd' and when
adressing subpatches, there ISN'T any extension. 

roman






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Re: [PD] DSP loops

2007-01-30 Thread Roman Haefeli
hello kim

On Tue, 2007-01-30 at 12:07 +, Kim Taylor wrote:
 That is the best way? Hm, I'm surprised! 

yes, it is. what did you expect? of course, when working with recursion,
there has to be a result already before computing the next iteration.
that is not a matter of pd, but of pure logic. 

 Ok, I'll get to work then- It means the layer with the system topology
 needs to have its sampling block forced to 1. Mightn't this affect
 performance? especially for a large program? 

yes, it does. either you set the block-size to 1 or you could use
[fexpr~ ] or any other object that allows recursion ([rpole~], [rzero~],
[biquad~] and the like), which might not do exactly, what you want. so
[block~ 1] might still be the best choice. 

roman



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Re: [PD] DSP loops

2007-01-30 Thread Roman Haefeli
On Tue, 2007-01-30 at 12:55 +, Kim Taylor wrote:
 Roman,
 
  either you set the block-size to 1 or you could use
  [fexpr~ ] or any other object that allows recursion ([rpole~], [rzero~],
  [biquad~] and the like), which might not do exactly, what you want. so
  [block~ 1] might still be the best choice.

 When you say they allow recursion, I don't understand how they can be
 used to overcome the DSP loop problem.

actually, they don't overcome the dsp loop problem. they get one block
of audio samples for computation, compute something (it doesn't matter,
if the object internally uses '1' as a block-size) and spit the result
to the outlet, again in a block of samples. of course, this recursion
happens only internally, within the object.


  As I understand it these
 functions work recursively- in the case of the filters rpole~ and
 rzero~ by using the values associated with previous sampling
 intervals- but on a higher level their addition to the signal chain
 doesn't allow for recursive behaviour...

yes, true.

  or am I missing the point?

no. it possibly was a bit confusing from my side to bring [rzero~] and
such in. it depends on what you want to achieve. if it's something
filterlike, they might would have helped. also, if you can pack your
whole program into one [fexpr~ ], that would possibly be an alternative,
too (though [expr]/[expr~]/[fepxr~] are known to be slow).  if nothing
of this is better, then using [block~ 1] is the best, though not nice.

roman






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Re: [PD] data structures and library abstraction question

2007-01-31 Thread Roman Haefeli
On Tue, 2007-01-30 at 15:07 -0800, Rich E wrote:
 Hi all,
 
 I just had a look at Frank's data structure tutorial, in which he
 suggests making a library abstraction for all structure templates.
 This seems like something I have to do for some patches I'm working
 on, but it would also be nice to just be able to check if the library
 is open, and if not, to open it.  
 
 So the question is, is there a way to check if a certain abstraction
 is already open?
 

if i understand right, what you want to do, implementing such a test
mechanism is very easy. put this somewhere into your abstraction:

[r isitthere]
|
[s yesitsthere]

then you can easily check, if the library abs is open by sending a bang
to [s isitthere]. when you receive a bang on [r yesitisthere], your
abstraction is obviously open :-)

roman



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Re: [PD] GL: invalid enumerant Gem, Ubuntu Edgy Eft

2007-02-01 Thread Roman Haefeli
On Wed, 2007-01-31 at 16:22 -0600, chris clepper wrote:
 Send a 'mode 0' to pix_texture.  I find it hard to believe that ATI's
 current Linux driver would not support rectangle textures though.

believe it or not, but since i switched to ubuntu and tried to use Gem,
i have this specific problem  (which was more than a year ago). on the
other hand, i strongly believe, that this question comes up again and
again, until it is changed in the gem-code.

roman




 cgc
 
 On 1/31/07, Fanouris Moraitis [EMAIL PROTECTED] wrote:
 Hi all,
 
 I have the following error when I try to use pix_texture
 
 GL: invalid enumerant
 
 and also the texture is not loading.
 
 (For anyone that is interested in order to build pd under
 Ubuntu Edgy Eft 
 
 with and Ati Mobility radeon X300 graphic card
 
 I had first to follow the directions in the following link
 
 http://wiki.cchtml.com/index.php/Ubuntu_Edgy_Installation_Guide
 
 it is important to use
 ati-driver-installer-8.33.6-x86.x86_64.run
 
 otherwise pd was crashing every time that I closed the gemwin)
 
 thanks,
 
 fanouris
 
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Re: Maximum Array Size (Again! was: [PD] array arrow test7)

2007-02-01 Thread Roman Haefeli
hello everyone

iirc, there was a discussion about arrays and a problem to read huge
arrays with [tabread4~]. due to a limitation of 32bit-floats, it's not
possible to read huge arrays continously after a certain point, because
the index cannot represent each integer, when it is higher than a
certain value. i am not sure anymore, but i think, the maximum index is
2 ^ 23 = 8388608, which would make it possible to read out an array
without artefacts of 8388608 / 44100 = 190s length. matju, who left this
list, has explained that much nicer and more accurate. unfortunately i
couldn't find that post anymore. anyway, the moral of this story is,
that bigger arrays than 3min should be avoided, otherwise artefacts are
expected.

roman 


On Wed, 2007-01-31 at 08:48 -0600, Kyle Klipowicz wrote:
 Yes, this is a built-in limitation that can be modified in the source
 code. You could try writing a multi-array patch that uses seamless
 transitions or do as Andy suggested.
 
 Or you could modify the source, and recompile.
 
 References:
 http://lists.puredata.info/pipermail/pd-list/2003-04/011065.html (change 
 source)
 http://lists.puredata.info/pipermail/pd-list/2003-04/011065.html
 (other discussion/caveats)
 
 Actually, I just found this message from Miller (April, 2003):
 
 'Alternatively, just specify -maxsize 10 (or whatever) in the read
 message.  Oops, still no usable help window for read/writesf... I've got that
 in the pipe for the next release.'
 
 (http://lists.puredata.info/pipermail/pd-list/2003-04/011069.html)
 
 Does anybody know if this was implemented? I have no way to test right
 now, but that would be great.
 
 ~Kyle
 
 On 1/31/07, padawan12 [EMAIL PROTECTED] wrote:
  Hi Echo!
 
  Tip: Don't use files longer than 2 mins :)
 
  Best way is to use [sfread~] instead.
 
  Andy
 
  On Wed, 31 Jan 2007 00:37:54 +0100
  Echo Ho [EMAIL PROTECTED] wrote:
 
   hallo pidier
   i'm using Core 2 Duo mac book , and i don't know if the flowing
   problem is a os x  (10.39 pd 0.39.2 extended test 7 or not:
  
   it doesn't load to array properly, when a sound file is longer than 2
   Min.
   Message | read  -resize -maxsize le+08   |
  
   error: soundfiler_read: truncated to 400 elements
   warning: array array1: clearing save-in-patch flag
   error: usage: read [flags] filename tablename...
   flags: -skip n -nframes n -resize -maxsize n ...
   -raw headerbytes channels bytespersamp endian (b, l, or n).
  
   it works with a old extended version on G4...
   ;-( is there any tip for me?
  
 (\   /)
 [- . - ___earweego_sonicvision
 www.earweego.net
  
  
  
  
  
 
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Re: [PD] Re: pd with jack DIO errors

2007-02-01 Thread Roman Haefeli
On Thu, 2007-02-01 at 17:07 +0200, ugur guney wrote:
 # Sorry, the cause of the problem was me. After I tried an another
 program amSynth, same distorted sounds appeared and I understood that
 the problem is not pd spesific. I played with the configuration of
 jackd and when I set the Periods/Buffer = 3 (rather than 2) everthing
 worked fine. I'm supposing that this is due to my non-real-time
 kernel. Sorry for occupying your inboxes. 
 -uğur-

hey man, no problem at all. cool, that you could solve your problem
anyway. i don't know if the needed period/buffer-number has anything to
do with realtime-kernel. what combinations of period/buffer-numbers and
framesizes in jackd work or not on a specific soundcard, is still a big
mysterium for me. from my experience, each audio device requires
absolutely different settings. in the worst case, only one combination
works.  

roman

 On 2/1/07, ugur guney [EMAIL PROTECTED] wrote:
 # Hi all,
 # I've just compiled PD with ./configure --enable-jack
 options. My jack version is:
 
 jackd -V
 jackd version 0.102.29 tmpdir /dev/shm protocol 16
 
 # I'm using jack with freebob in order to use my M-Audio
 Firewire Solo. (Freebob's version is 1.0.0) Jack runs without
 problems and Xruns (with 10 ms latency.) but when I use Jack
 as audio device I get many DIO errors, and the sound  comes
 very distorded. In contrast OSS device works well. (OSS uses a
 SoundBlaster Live! soundcard). (And I'm using Ubuntu 6.10)
 # What may be the cause of this problem? I was never so close
 to make music under Linux!
 -ugur-
 
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Re: [PD] Dynamic generation of $0-including objects?

2007-02-08 Thread Roman Haefeli


On Fri, 2007-02-09 at 02:12 +0900, hard off wrote:
 this thread is brought to you by the letter [$0] and the word [kludge]
 
 
 (i promise no more jokes for the next few weeks.  my pd tracker is
 starting to make sounds, so i have some drumloops to cut.)

i am very ok with your jokes :-)

btw, i sometimes read in this list about the projects you're working on,
e.g. something like a filter-shaper based synth and now you are talking
about a tracker. it would be nice, if these projects would find their
way also into netpd. i hope there will be more happen in netpd in the
next days (at least i will have more time again).

cheers
roman






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Re: [PD] 2 pole lpf with resonance?

2007-02-14 Thread Roman Haefeli
On Wed, 2007-02-14 at 10:22 +0100, Frank Barknecht wrote:

 However [biquad~] doesn't have audio inputs to set the coeffs.
 Alternatively you could use the elementary filters [rpole~], [rzero~]
 etc. They accept signals for their parameters. Maybe I should sit down
 and build a 2plp now ...

yes, please do so!... ;-)

roman






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Re: [PD] output grayscale value of pixels in a video

2007-02-14 Thread Roman Haefeli
On Wed, 2007-02-14 at 09:38 +0100, IOhannes m zmoelnig wrote:
 mfg.ntr-a
 IOhannes

please tell us now, what 'mfg.ntr-a' stands for...

roman






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[bang~]-question (was:[PD] measuring time between audio events (clicks))

2007-02-14 Thread Roman Haefeli
hi all

as i understand the object [bang~], it should output a 'bang' on each
dsp-cycle. this seems to work with blocksizes = 64, but apparently not
with smaller blocksizes. i made the following patch to measure the time
between the dsp-cycles:

[bang~]
|
[t b b]
| |
[timer] 
|
[nbx ]

when i put this into a subpatch and set the blocksize to a value  64
(e.g. 32, 16, 8 etc.) using the [block~] object, it still measures 1.333
(pd runs @ 48kHz currently). 

why is this? is [timer] or [bang~] buggy? do i understand something
wrong?

roman






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[PD] measuring distance between speaker and microphon

2007-02-14 Thread Roman Haefeli
hi all

i'd like to create a patch, that measures the distance between the
speaker and the microphone. my first problem is, that i don't know which
kind of signal would be suitable for that purpose. the simplest is to
use a dirac impulse. but on the receiver-side it's hard to separate
unwanted artefacts from the impulse itself. also it would be nice, if it
would be possible to detect the signal reliably at different amplitudes,
since the amplitude heavily changes when moving the mic closer to and
farer from the speaker. i am looking for a method, that allows higher
precision than the usual block-size (which introduces a grid of ~0.5m @
44100Hz, which is not very accurate). also should it be possible to
detect the signal correctly, when there was reverberation added from a
room. i know, there are ultrasonic-bases devices to measure a distance
to a wall, but i don't have clue how they work, but it makes me hope,
that something similar is possible with pd. any hints are much
appreciated.

roman 






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Re: [PD] floats getting forced into int

2007-02-14 Thread Roman Haefeli
hi david

pd doesn't distinguish between floats and ints, since all numbers are
32-bit-floats in pd (whereas max/msp DOES distinguish between floats and
ints). so what actually happens in your example, is that all numbers are
converted to floats (ints are converted to floats, not the other way
around). afaict, this shouldn't be a problem as long as you stay in pd.
a problem might occur, when you want to send numbers from pd to another
app like max/msp. when you want to send '1.0', this is turned to '1' by
pd, so the app on the other side might think, it is an int, though it is
meant to be a float. i don't know of a nice way yet to overcome this.

roman

On Wed, 2007-02-14 at 08:35 -0500, David Brynjar Franzson wrote:
 Hey,
 
 I am working on a project that sends OSC messages from PD, and for
 some reason, when dealing with message lists of mixed objects, such as
 [send /OSC/blah 0.0 1.0 1.0], PD turns the floating point numbers into
 int, but only when they represent whole numbers. Can anyone think of a
 work around where they stay as floating point, or is there some simple
 solution that I am missing (I can't be bothered to hack up an external
 just to solve this).
 
 thanks,
 
 db
 
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Re: [PD] State Saving - Summary

2007-02-14 Thread Roman Haefeli
hello

some notes about the state saving system used by netpd:

the state  saving is more a side effect, since the main goal was to
provide a system, that makes sure, that all patches have the same state,
no matter when a user joins a running session. since that was
implemented, it was very easy to use the same system to write states
into files and store them again. the netpd-framework only provides
functionality to save states of single patches. if you want to save the
state of all opened patches, you would need to write your own
preset-manager (which is not that difficult and there are already
examples). 
anyway, the netpd-state saving system is made for netpd and does only
work for netpd. also i think that other systems like ssad are a bit more
straightforward (though i haven't had a deep look into it yet).

supports:
-floats
-symbols
-arbitrary lists
-arrays 
(-and some specialized types more..)

disadvantages:
- is not universal, works only in netpd

roman


On Wed, 2007-02-14 at 14:16 +0100, Luigi Rensinghoff wrote:
 Since it is an ever returning subject maybe its good to have a  
 summarized topic for this.
 
 Could someone just give a list of existing state-saving-systems and  
 describe pro's and con's and the state of complexity ?
 
 i think that could be very helpful for beginners ;-)
 
 Thanks
 
 
 Luigi
 
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Re: [PD] Sampler loop strategies

2007-02-15 Thread Roman Haefeli
On Wed, 2007-02-14 at 21:26 +0100, Frank Barknecht wrote:
 Hallo,
 David Powers hat gesagt: // David Powers wrote:
 
  On 2/14/07, Frank Barknecht [EMAIL PROTECTED] wrote:
  Hallo,
  Dafydd Hughes hat gesagt: // Dafydd Hughes wrote:
  
   The best solution I can think of is to use 2 tabread4~'s, crossfading
   for every pass of the loop.  Anybody have a better idea?
  
  I'd do the looping a bit differently: Standard would be to use a
  [phasor~] scaled so that it plays a certain section of the sample with
  [tabread4~].
  
  I'm not sure this is good, for most uses. You can't assume that you
  have good loop points, I like to set random loop points on the fly, in
  fact - and so I think you really do need two buffers, because you are
  fading out the start at the same time you are fading in the beginning
  - otherwise you get clicks.  Or am I missing something in your
  explanation?
 
 Actually I was assuming that you have good loop points indeed. From my
 (short) tracker days I remember that tuning the loop points in a
 sample was an important step to get it right. Fading in and out or
 cross has the disadvantage that you may get artifacts from the amplitude
 modulation. 

this leads me to question, that is coming up to my mind again and again,
but i still didn't come to a satisfying conclusion. there is another
method of getting clickfree loops, that hasn't been discussed yet:
detect zerocrosses and loop only from zero-cross to a zero-cross. but
how are such things implemented in pd? the only way i can imagine to
detect zero-crosses is to convert each audio-block to list of floats
using [pack~] from zexy. this approach actually means, doing all the
detection stuff in the 'message-domain', which is very cpu-consuming.
how does one overcome this problem? this problem arises always, when an
event (message) should be triggered on certain conditions in an
audio-stream. i know a lot of such cases and it's always difficult, when
not impossible to do it in pd. it can be quite frustrating to know the
solution for certain problem, but at the same time being unable to
implement it. i have the feeling, that these kinds of tasks are often
delegated to externals, which is a pitty, since pd is an
AUDIO-programming language. 

did i miss something very fundamental in pd, that would answer all these
questions?

roman



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Re: [PD] netPD_0.40-2_WinXP: Can't Load Patches

2007-02-16 Thread Roman Haefeli
hi

there are quite a lot of things that i should know in order to give you
a good advise. maybe the simplest way to find a solution is to meet me
in the the netpd-chat or #dataflow in irc. i am currently at work, but
usually i am quite often logged in (and i might will be in the evening).

-did you install
http://www.netpd.org/software/compilations/pd-netpd-win32.zip (which
needs almost no additional configuration).
-did you put the main-patches into netpd/patches and the abs into
netpd/abs?
-does the error occur, when you want to load bassist with creator? 
-are all patches causing troubles on load or only some of them?
-what is the whole error output?
-what does 'find - find last error' say?
...
hm... meet me online ;-)

roman 

 

On Fri, 2007-02-16 at 23:30 +1100, J0sipZL4tko_5tojsic wrote:
 Can't load a few of the patches.
 In particular bassist giver the followin diagnostic
 
 error: unpack: type mismatch
 
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Re: [PD] mp3cast~

2007-02-16 Thread Roman Haefeli


On Thu, 2007-02-15 at 15:41 +, Richard Lewis wrote:
 Hey all,
 
 Does mp3cast~ still exist? If so, does anyone where/how to get it? Or even 
 better, is there a Debian package that contains it?

yes, you find a binary for linux here: 
http://ydegoyon.free.fr/software.html

the source is also available in cvs
in ../externals/unauthorized/mp3cast~/

cheers
roman






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Re: [PD] GEM - alpha blending of images over movies

2007-02-16 Thread Roman Haefeli
On Sat, 2007-02-17 at 08:10 +1100, Item State wrote:
 ok, thanks for clarification.
 
 but what about pix_movie, it seems to be in another
 domain than pix_image because i cannot apply the
 processes to it that i can apply to pix_image.

this is because [pix_movie] has [pix_texture] already 'built-in'. the
equivalent to [pix_image] would be [pix_film], which requires an extra
[pix_texture] to be textured onto a 3d-object.

  also
 pix_image needs either pix_draw or pix_texture -
 pix_rectangle,

yes (though i think you mean [rectangle] here instead of
[pix_rectangle], which does something different).

  while pix_movie goes directly into
 pix_rectangle without an intermitting pix_texture, and

yes (also here i assume you mean [rectangle])

 it cannot be plugged into pix_draw ...?

exactly, because [pix_draw] wants a pix, not a texture.

roman

 ciao, -sciss-
 
 
 --- Roman Haefeli [EMAIL PROTECTED] wrote:
 
  On Sat, 2007-02-17 at 06:32 +1100, Item State wrote:
   unfortunately i have the same problem with your
  patch
   (psychedelic colours). the [colorRGB] is pretty
  cool,
   it does exactly what i want, but this only works
  here
   with [pix_texture] but have no effect when using
   [pix_draw] instead...
  
  i hope i can clarify this a bit in my own (maybe not
  too correct) words.
  there are actually two different domains in Gem:
  opengl and 'pix'es. all
  opengl-based stuff is renderend on the gpu (graphic
  card's cpu), whereas
  all pixel-based objects are calculated on the cpu.
  playing and
  processing videos and pictures happens in the
  pix-domain (afaik, all
  pix_*-objects work in that domain). pix_texture is
  used to convert an
  image (from a picture or a video) to a texture, that
  can be applied to a
  vertex . that means the picture is then in the
  opengl-domain and cannot
  be processed with pix_*-objects anymore. so there
  are actually two (or
  more?) ways  of alpha-blending a picture:
  1) do everything in the pix-domain and use
  [pix_alpha] (i'm not quite
  sure anymore about that)
  2) give it to the opengl-domain using [pix_texture]
  and use the fourth
  (alpha-channel-)inlet of [colorRGB].
  the latter approach has the advantage, that
  everything is rendered on
  gpu, which saves you a lot of cpu-power. whenever
  you can, i would do
  stuff in the opengl-domain (unless you don't have
  any 3d-acceleration
  enabled). 
  
  i hope i didn't tell you something completely wrong
  (please someone
  correct me, if i did)
  
  roman   
  
  
  
 
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Re: metro vs. samm~ [was: Re: [PD] Re: pix_film more questions]

2007-02-18 Thread Roman Haefeli
On Mon, 2007-02-19 at 04:39 +, padawan12 wrote:
 
 If I understood Erics paper correctly [samm~] allows you to specify
 which sample of a block is set consistently, if you like a periodic 
 version of [dirac~]. That's surely useful if you want to do somthing
 in the signal domain like convolution with a impulse train. 
 
 What I couldn't figure, is this really equivilent to
 
 [phasor~ 0.0173474647]  very accurate signal phasor

hehe, i think the number format used in pd doesn't allow such a high
accuracy ;-)

 |
 [=~ 0.9]  floated 1.0 so we get an equivilence
 
 which should give a single sample set on the top of each phasor
 cycle. But I seem to remember this not working properly for some
 reason.

not each edge of a signal generated by [phasor~] lies exactly on 1 or 0
because of the grid introduced by the samplingrate. see attached patch.

roman



 
 
 On Sun, 18 Feb 2007 13:53:52 +0100
 Frank Barknecht [EMAIL PROTECTED] wrote:
 
  Hallo,
  [EMAIL PROTECTED] hat gesagt: // [EMAIL PROTECTED] wrote:
  
   If you're worried by metro's irregularity then you should use Eric
   Lyons' samm~ (sample accurate multiple metronomes). This is
   described in
   http://www.sarc.qub.ac.uk/~elyon/LyonPapers/SampleAccurate-Lyon-ICMC2006.pdf
  
  Note that samm~ is almost exactly as sample-accurate as Pd's metro. I
  tried to illustrate this in attached patch. samm~ however is also
  available for Max, where the metro according to Eric's paper is not as
  accurate as the one in Pd, so if you need to move patches between both
  systems, samm~ is a good choice. Of course Eric's system has some
  convenient extensions to generate polyrhythms etc., but timing alone
  IMO is no reason to exchange [metro] with [samm~] on Pd.
  
  Ciao
  -- 
   Frank Barknecht _ __footils.org_ __goto10.org__
  
 
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#N canvas 736 523 450 300 10;
#X obj 74 166 tabwrite~ array;
#X obj 60 124 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X obj 95 210 table array 40;
#X msg 184 74 44100;
#X floatatom 62 37 5 0 0 0 - - -;
#X obj 184 98 / 8;
#X obj 65 7 hsl 128 15 0 1 0 0 empty empty empty -2 -8 0 10 -262144
-1 -1 7100 1;
#X obj 88 125 phasor~;
#X obj 184 45 loadbang;
#X msg 143 77 7237;
#X text 232 71 - choose frequency;
#X text 212 10 - set phase;
#X text 211 211 - watch signal;
#X connect 1 0 0 0;
#X connect 3 0 5 0;
#X connect 4 0 1 0;
#X connect 4 0 7 1;
#X connect 5 0 7 0;
#X connect 6 0 4 0;
#X connect 7 0 0 0;
#X connect 8 0 3 0;
#X connect 9 0 7 0;
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Re: [PD] Re: pix_film more questions (Roman Haefeli)

2007-02-18 Thread Roman Haefeli
hi 

i don't know to which mail you are answering, but i still believe, that
pd's [metro] is absolute accurate (even sub-sample-accurate), when used
in combination with [vline~] for example. 
the only case, where it could be considered inaccurate, is when cpu-load
is too high, though when writing to a file, it is still accurate.

roman


On Sun, 2007-02-18 at 11:21 +1100, [EMAIL PROTECTED] wrote:
 If you're worried by metro's irregularity then you should use Eric Lyons' 
 samm~ (sample accurate multiple metronomes). This is described in 
 http://www.sarc.qub.ac.uk/~elyon/LyonPapers/SampleAccurate-Lyon-ICMC2006.pdf
 
 
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Re: [PD] Dynamic patching questions

2007-02-18 Thread Roman Haefeli
On Sun, 2007-02-18 at 01:55 -0500, marius schebella wrote:
 try to create the gui objects with all its arguments. documentation 
 about how to create arguments is not easy to find, but exists. maybe 
 search the archieves.

or just have a look at the pd-file with a text-editor.

roman




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Re: [PD] fader gain

2007-02-19 Thread Roman Haefeli
hi derek

as Dafydd mentioned it, i use also a 'squared' scale. it is somehow in
the middle of the both extremes 'linear' and 'logarithmic'. linear is a
pain, when trying to adjust the volume in the low level area, whereas
the 'logarithmic' scale is too accurate in that area. 
i'd say 'mathematically' correct is, what makes sense for your ears,
since all scales are 'mathematically' correct, but different. i
remember, that miller pucket posted once, that he uses {0-1}^4 (square
of a square).

roman
 
On Sun, 2007-02-18 at 23:51 +0100, Derek Holzer wrote:
 I've been using the following to control the output volume of a channel 
 from my MIDI faders:
 
 [ctlin 7 1]   (in from faderbox)
 |
 [* 0.787402]   (scale 0-127 to 0-100)
 |
 [dbtorms]
 |
 [pack 0 50]
 |
 [*~]   (multiplied by sound from channel)
 
 
 I know that this is the mathematically correct way to do decibels to 
 RMS, but it doesn't sound right. The bottom 2/3rds of the slider are 
 almost silent, then the sound comes in very loud at the top. What other 
 kind of setup are people using to control gain?
 
 d.
 






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Re: [PD] measuring distance between speaker and microphon

2007-02-19 Thread Roman Haefeli
hi mikka

thank you very much for all that detailed information and sorry for my
late reply. i didn't have too much time and i really wanted to have a
closer look at this before answering. 

i am on linux, so i couldn't test your external. but from what you
describe in your mail, it follows a similar approach i tried as well,
the only difference is that yours obviously works, whereas i've had bad
luck yet with my tests ;-). maybe i am wrong, but i believe that the
method you describe could be implemented in plain pd without using
externals (this is at least what i hope). 

am i right in thinking that the analysis part of your external also high
pass filters the incoming signal from the mic and the measures the time,
until a certain amplitude of the signal is triggered? i have many
problems implement this nicely. the main problem is i think is, that i
maybe should do the trigger mechanism adaptively, so that it works on
changing levels. how is that done in your external?

if you don't mind, it would be nice to have the source code of your
external, so that i could at least try to compile it, though i am not a
programmer myself and maybe i fail without a ready-made makefile. but
it's sure worth a try.

thank you again for sharing all that information about this topic.

best
roman


On Wed, 2007-02-14 at 16:51 +0200, Miikka Tikander wrote: 
 Hi,
 
 I made some externals for binaural acoustic positioning for my work  
 some time ago and it also included some externals for acoustic  
 distance measurements. I was supposed to polish them up to be  
 published on my website but  I never got that far... Anyway, here's  
 one  simple patch with one of the distance measurement externals.
 
 The external is an OSX version but I know I have a linux version  
 somewhere as well. If needed I can try to find it and send it as  
 well, or maybe I'll send the source so people can compile it  
 themselves if interested. It should be compilable WIN and Linux as well.
 
 
 As there's no documentation in the patch, here's a brief  
 documentation for the patch and the external.
 
 The DIST_HP~ external sends high-passed ( 17 kHz) impulses from the  
 loudspeaker and then measures the fly-time of these impulses to two  
 microphones (here input channels 1 and 2). The slider on the upper  
 right hand corner (Impuse interval) sets the time interval (in 64  
 sample blocks) of the impulses, that is, how often the distance is  
 measured.
 
 The last two outlets of the DIST_HP gives out the distance of the  
 microphones to the loudspeaker in meters. I put a mean and a median  
 filter on there as well to smooth the data but you may use whatever  
 is appropriate. The distance is computed in sample accuracy.
 
 The 'free_distance_in_meters'  -outlet transforms the impulse time  
 interval to a physical distance. This, in principal, should be  
 greater than the longest microphone-loudspeaker distance you will use.
 
 The calibration is done by using the calibration_latency  -number on  
 the left. Place a microphone to a known distance from the loudspeaker  
 and then tune the calibration_latency so that the measured distance  
 is correct. Increasing the latency  increases the measured distance.  
 The measured distance cycles from 0 to the free_distance_in_meters.  
 So, when increase the calibration_latency and the measured distance  
 reaches the free_distance_in_meters it will go back to zero and  
 continue from there.
 
 The volume slider sets the output volume of the impulses. Note, that  
 the impulses are high passed above 17 kHz so actually not everybody  
 will here them! Be cautious with the volume. The whole idea of using  
 higher frequency range was to make the impulses inaudible, and to  
 avoid interference from room reflection and from other sounds as  
 well. I have a version which uses full band impulses as well, but  
 then the reflections start to worsen things..
 
 You must use 44,1 kHz sampling frequency.
 
 
 
 Hope, it works and is usable. Once I get little extra time, I'll try  
 to get the rest of the stuff organized and documented so I can  
 publish them here as well. Any feedback or criticism is always welcome.
 
 
 -miikka
 
 
 
 
 
 
 
 On Feb 14, 2007, at 2:18 PM, Roman Haefeli wrote:
 
  hi all
 
  i'd like to create a patch, that measures the distance between the
  speaker and the microphone. my first problem is, that i don't know  
  which
  kind of signal would be suitable for that purpose. the simplest is to
  use a dirac impulse. but on the receiver-side it's hard to separate
  unwanted artefacts from the impulse itself. also it would be nice,  
  if it
  would be possible to detect the signal reliably at different  
  amplitudes,
  since the amplitude heavily changes when moving the mic closer to and
  farer from the speaker. i am looking for a method, that allows higher
  precision than the usual block-size (which introduces a grid of  
  ~0.5m @
  44100Hz, which is not very accurate

Re: [PD] mp3cast~ again

2007-02-19 Thread Roman Haefeli
hello Richard

On Mon, 2007-02-19 at 15:15 +, Richard Lewis wrote:
 Hey there,
 
 I'm trying to use mp3cast~ with Icecast 1.
 
 Initially I had a patch where the settings messages ('passwd', 'mountpoint', 
 etc.) for the mp3cast~ were sent when the patch was loaded and the 'connect' 
 and 'disconnect' messages were sent in response to other events. In this 
 setup I got all the expected messages from PD but I couldn't connect to the 
 mp3 streams, my clients just said that Icecast was returning a 404 error.
 

[mp3cast~]'s output on the pd-window should give you a hint, whether it
could connect to the icecast-server or not. if nothing tells you, that
connection failed or something like that, i would assume that it could
connect correctly and that the problem might be with the connection
between client-app and server. 

some random possible problems, that come to my mind:

-did you try to connect the client on the right port (e.g.
http://yourhost.com:8080/yourstream.mp3 ) ?

-is the port not blocked by a firewall?


 I wondered whether perhaps it might help if I sent all the settings messages 
 every time I sent 'connect' so I altered my patch. Now, it tells me that I'm 
 sending a Bad Password.

the only thing i know, is that before the [connect(-messages all other
settings-messages should be sent.
 
 I tried altering the password in the icecast.conf file (which is very 
 confusing and difficult on Debian) but it still doesn't like it. I wanted to 
 tell makepasswd what password I wanted (by default it just makes up random 
 passwords!) so I did this:
 
 $ echo apassword | makepasswd --verbose --crypt --clearfrom=-

hm my icecast-server (v2.3.1) has a configuration-file called
icecast.xml, where the password is written in plain-text (the file is in
xml-format). so no makepasswd and stuff is needed. i don't know if
icecast.conf works differently. 


 which seemed to work. I copied the encrypted version into my icecast.conf 
 file. I guess thats right?
 
 In PD, can you send send messages in any particular order? If so, would it 
 matter what order I sent the 'connect' and 'passwd' messages to mp3cast~?

yes, you can send the messages in a certain order in pd and yes, it DOES
matter when sending the settings-messages to [mp3cast~]. first set all
settings like passwd, mountpoint, bitrate etc and after this send the
[connect blabla.com 8080(-message. you could put all settings-messages
in one single message-box, separated by a ',' like for example:

[name streamname, mountpoint yourstream.mp3, icecast2, password
yourpasswd, mpeg 44100 128 1 4(

good luck
roman



 On the other hand, of course, that's probably not the problem anyway. Its 
 more 
 likely that my initial approach is best, I just need to find out why Icecast 
 isn't serving up the mp3 streams...
 
 Cheers,
 Richard






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Re: [PD] pduino set serial line device

2007-02-20 Thread Roman Haefeli
On Tue, 2007-02-20 at 01:34 +0100, media.gambler wrote:
 hello list!
 
 
 i'm trying to get my arduino board to run with pd. 
 i work on a g4 powerbook, OS 10.4.8 with the latest installer from
 hans, Pd-0.39.2-extended-test7.
 
 
 the arduino works fine with processing, the blinking led test file
 works, so i upload the pd_firmware.
 
 
 when i open the arduino-help file everything seems to work fine, i can
 open a connection and get this message:
 [comport] opened serial line device 1 (/dev/tty.Bluetooth-PDA-Sync)
  - is this already wrong? is that the correct type of connection?

i assume not. for example on my computer, the arduino is
on /dev/ttyUSB0 . to open that device with comport, i have to send a
message [open 8(. the help-file of arduino has only a radio, that covers
the range from 0-7. but on many systems the right address is much higher
than 7 (e.g 48). i don't know what is usual on osx, but i would try any
number up to 100, until you see something like /dev/ttyUBS0 (this is on
linux, don't know about osx).

roman 




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[PD] [Gem]: [pix_texture] doesn't work

2007-02-21 Thread Roman Haefeli
hello all

after not touching a working gem-compile for a few weeks now, i tried
Gem again for a course in my study. but it seems. it doesn't work
correctly anymore.
whenever i have a patch open with a [pix_texture] in the render-chain
and i try then to create the the gem-window ('create'-[gemwin]), the
window border appears, but the window-content is not redrawn (the
desktop from behing is still shown) and i see the following message in
the pd-window:
'fglrx: Failed to map back buffer!'
and i get this message when turning rendering on:
'GL: invalid enumerant'

my version of gem is:
GEM: ver: 0.91-cvs
GEM: compiled: Nov 30 2006

i am on ubuntu dapper with the fglrx-driver from the ubuntu-repository.
it worked in earlier days and i did not recompile gem since then. i
tried to recompile a checkout from today,  but when gem is loaded during
pd-startup, i get:

/usr/local/lib/pd/extra/Gem.pd_linux: /usr/local/lib/pd/extra/Gem.pd_linux: 
undefined symbol: glUniform2i

(can i avoid this by disabling a certain switch in ./configure?)

all other apps that i have installed and use opengl (armagetron,
blender, mplayer -vo gl) work without any problems and are able to show
textures. gem is the only app, that doesn't work as expected. but when
start X without dri enabled, [pix_texture] works. 

any help very appreciated.

roman






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Re: [PD] [Gem]: [pix_texture] doesn't work

2007-02-22 Thread Roman Haefeli
hi IOhannes

thank you for the fast reply. in the meantime i tried the binary from
Pd-0.39.2-extended-test7-ubuntu-dapper-i386 and: it worked well.


On Wed, 2007-02-21 at 16:42 +0100, IOhannes m zmoelnig wrote: 
 hi
 
 Roman Haefeli wrote:
 
  
  my version of gem is:
  GEM: ver: 0.91-cvs
  GEM: compiled: Nov 30 2006
 
 so you have not changed Gem but you have updated your driver and now it
 doesn't work any more?

exactly, at least iirc, ubuntu's package manager once update some
fglrx-packages 
 
  i am on ubuntu dapper with the fglrx-driver from the ubuntu-repository.
  it worked in earlier days and i did not recompile gem since then. i
  tried to recompile a checkout from today,  but when gem is loaded during
  pd-startup, i get:
  
  /usr/local/lib/pd/extra/Gem.pd_linux: /usr/local/lib/pd/extra/Gem.pd_linux: 
  undefined symbol: glUniform2i
  
  (can i avoid this by disabling a certain switch in ./configure?)
 
 yes, finally there is!
 use ./configure --with-glversion=1.5
 or - even better - get drivers that provide header-files which match.

hm... how can i make sure, that i have the correct headerfiles? as far
as i can tell i didn't install new headerfiles manually. the fact, that
the the binary from hcs' pd-extended works, makes me think, that the
problem is specific to my system (wrong headers?). what do i need to do
in order to make sure, that i the ./configure of gem looks at the
correct headers, respectively that i only have the correct headers
installed?

  
  all other apps that i have installed and use opengl (armagetron,
  blender, mplayer -vo gl) work without any problems and are able to show
  textures. gem is the only app, that doesn't work as expected. but when
  start X without dri enabled, [pix_texture] works. 
 
 does the rest of Gem work or is it just the textures?

with my own compile i didn't try everything, but i tried some of the
help-patches and i had troubles with [pix_texture] (resp. any file that
contains [pix_texture] like pid_image.pd, pix_video.pd and pix_film.pd
and the like) and with [model]. but i only tried an obj-file with around
5000 polygons, that worked on another ubuntu-ppc machine with the
gem-install from the distro.



 in any case, please file a bug-report at http://sf.net/projects/pd-gem

yes, thank you for the link. i'll do so, if things really look like not
me/my system being the problem but gem.

roman
 

 mfa.dr
 IOhannes






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Re: [PD] [Gem]: [pix_texture] doesn't work

2007-02-22 Thread Roman Haefeli
hi IOhannes

On Thu, 2007-02-22 at 11:13 +0100, IOhannes m zmoelnig wrote:
 Roman Haefeli wrote:
  hi IOhannes
  
  thank you for the fast reply. in the meantime i tried the binary from
  Pd-0.39.2-extended-test7-ubuntu-dapper-i386 and: it worked well.
 
 which version of Gem is this?

GEM: ver: 0.91-cvs
GEM: compiled: Jan  5 2007

  use ./configure --with-glversion=1.5
  or - even better - get drivers that provide header-files which match.
  
  hm... how can i make sure, that i have the correct headerfiles? as far
  as i can tell i didn't install new headerfiles manually. the fact, that
  the the binary from hcs' pd-extended works, makes me think, that the
  problem is specific to my system (wrong headers?). what do i need to do
  in order to make sure, that i the ./configure of gem looks at the
  correct headers, respectively that i only have the correct headers
  installed?
 
 
 the problem is, that your packageing system installs headers which
 conform to openGL-2.0 but your driver (this is: the binary library) doesn't.
 this is a known issue with ati-drivers, but it appeared to happen with
 mesaGL too in recent versions.
 i am not sure whether this could be considered really a bug on the
 driver (header) side, but i tend to think so.
 
 i could of course create tests during the configure process that test
 for each and every openGL function used by Gem whether it is really
 supported by the driver. but this is like writing the headers yourself,
 and i don't see a reason to do that (why are headers provided?)
 
 i don't know of any other way to test these things at (configure or)
 compile time, therefore i leave it to the user to decide.
 (it is not that i haven't tried to find a generic way to check; but i
 haven't found any working solution, so i did the configure-flag; thanks
 to ico for the trigger)
 
 some my advice is:
 if you experience problems with unresolved openGL-symbols, try to lower
 the maximum openGL-version manually via the --with-glversion argument
 until Gem runs.

ok. i'll try that. many thanks for all that info.

 
 on the long run Gem will switch to glew (this has been around for years)
 which might fix these problems.

sounds good :-)
 
  with my own compile i didn't try everything, but i tried some of the
  help-patches and i had troubles with [pix_texture] (resp. any file that
  contains [pix_texture] like pid_image.pd, pix_video.pd and pix_film.pd
 
 so this means, that trivia like the red-square example did work?

yes, i didn't test too much, but many things worked ok, e.g all geos and
'standard' objects like [translate{XYZ}], [color{RGB}].

i'll try to compile again. many thanks again for all the help.

roman






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Re: [PD] [Gem]: [pix_texture] doesn't work

2007-02-22 Thread Roman Haefeli
On Thu, 2007-02-22 at 11:13 +0100, IOhannes m zmoelnig wrote:

 some my advice is:
 if you experience problems with unresolved openGL-symbols, try to lower
 the maximum openGL-version manually via the --with-glversion argument
 until Gem runs.

i tried:
./configure --with-glversion=1.5

the good news is:
no undefined symbols anymore, when loading gem.

the bad news:
the problems i had before recompiling persists. [pix_texture] still
doesn't work.

roman






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Re: [PD] [Gem]: [pix_texture] doesn't work

2007-02-22 Thread Roman Haefeli
On Thu, 2007-02-22 at 10:25 -0600, chris clepper wrote:
 On 2/22/07, Roman Haefeli [EMAIL PROTECTED] wrote:
 the bad news:
 the problems i had before recompiling persists. [pix_texture]
 still
 doesn't work.
 
 Send 'mode 0' to pix_texture.  Does it work then? 

no. i am aware of this problem. when i use the precompiled binary from
Pd-0.39.2-extended-test7-ubuntu-dapper-i386 it works after sending it
'mode 0'. but when i load the Gem.pd_linux i compiled myself from cvs
and i load a patch with a [pix_texture] in the render chain and i create
the gemwin and then start rendering, i get:

GL: invalid enumerant

and the gem-window is not redrawn (doesn't get black or show any
objects)

roman






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Re: [PD] Any way to convert numeric symbols to floats?

2007-02-23 Thread Roman Haefeli
hello luke$

i don't have a real solution at hand right now, but you could send the
numbers over a socket using a [netsend]/[netreceive]-pair. if you strip
the symbol selector before sending, the [netreceive] interprets numeric
values as floats.

roman

On Fri, 2007-02-23 at 03:40 -0700, Luke Iannini (pd) wrote:
 I know this probably falls into the category of string discussion, but
 I'm interested if there are any solutions to this currently
 employable:
 
 I have a symbol that I'm splitting up in order to extract numerical
 content from the text.  I'm using zexy's s2l for this, then routing
 the float data back into l2s to assemble a value.  But l2s only spits
 out a symbol, and I can't seem to find any object to reinterpret the
 symbol as a float.
 
 Even using list trim to remove the symbol selector leaves me with a
 numeric message that pd still refuses to interpret as such.  [float]
 won't take it, nor will [t f], and [list] just turns it back into a
 symbol.  I've attached a patch demonstating this issue.
 
 The only solution I can think of is to make a decimal interpreter to
 assemble my number rather than l2s (since s2l spits out the list as
 floats just fine), but that seems a bit silly.
 
 I look forward to the discussion : ).
 
 Luke
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[PD] [Gem] angles - vector translation

2007-02-23 Thread Roman Haefeli
hello everyone 

i am working on a gem-patch. i want to make the user feel like flying
freely through the 3d-space (what an ugly old-schooled sentence, i
know ;-). 
the problem i have is, that when i rotate the world, i would like the
user to fly in the same direction, so that when moving the vanishing
point stays in the middle of the gemwin to create the feeling of always
looking forward. 
in other words, i need to 'translate' the rotation done with [rotateXYZ]
by the three axes X, Y and Z to a vector {x,y,z}, so that the user flies
in the same direction as he is looking to. 

i was told that what i want to achieve is done with a matrix, but
unfortunately my mathematical knowledge is far from being able to set it
up myself. 

examples:
the user is looking to:vector to translate ('move'):

angle X = 0°   Vx = 0
angle Y = 0°   Vy = 0
angle Z = 0°   Vz = 1

angle X = 0°   Vx = -1
angle Y = 90°  Vy = 0
angle Z = 0°   Vz = 0

angle X = 90°  Vx = 0
angle Y = 0°   Vy = 1
angle Z = 0°   Vz = 0

how can i compute the correct vector for any set of angles? 

sorry for any inconvenience because of terms that might be used in the
wrong way. i am not a mathematician and i hope, it is still clear, what
i want to achieve.

many thanks in advance for any help.

roman



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Re: [PD] [Gem] angles - vector translation

2007-02-24 Thread Roman Haefeli
hello marius

thanks for the hint. my first try went also in this direction, but i had
troubles to understand what is really happening. but after reading your
mail, i tried this approach again and it turned out, that this much
easier than what i was trying to before by rotating and translating the
whole world around me. now there is no more conversion needed from
angles to a vector, because the moving of the and the direction use the
same vector, so that one is looking is always into the same direction
where one is moving. 

the challenge now is to find a way to create a sensefull joystick
control.

roman

On Fri, 2007-02-23 at 14:46 -0500, marius schebella wrote:
 what you want to do is change the perspective, resp. view.
 have a look at the help patch for gemwindow.
 I am working on a better help patch, because it took me a long time to 
 figure out, what means what...
 
 marius.
 
 Roman Haefeli wrote:
  hello everyone 
  
  i am working on a gem-patch. i want to make the user feel like flying
  freely through the 3d-space (what an ugly old-schooled sentence, i
  know ;-). 
  the problem i have is, that when i rotate the world, i would like the
  user to fly in the same direction, so that when moving the vanishing
  point stays in the middle of the gemwin to create the feeling of always
  looking forward. 
  in other words, i need to 'translate' the rotation done with [rotateXYZ]
  by the three axes X, Y and Z to a vector {x,y,z}, so that the user flies
  in the same direction as he is looking to. 
  
  i was told that what i want to achieve is done with a matrix, but
  unfortunately my mathematical knowledge is far from being able to set it
  up myself. 
  
  examples:
  the user is looking to:vector to translate ('move'):
  
  angle X = 0°   Vx = 0
  angle Y = 0°   Vy = 0
  angle Z = 0°   Vz = 1
  
  angle X = 0°   Vx = -1
  angle Y = 90°  Vy = 0
  angle Z = 0°   Vz = 0
  
  angle X = 90°  Vx = 0
  angle Y = 0°   Vy = 1
  angle Z = 0°   Vz = 0
  
  how can i compute the correct vector for any set of angles? 
  
  sorry for any inconvenience because of terms that might be used in the
  wrong way. i am not a mathematician and i hope, it is still clear, what
  i want to achieve.
  
  many thanks in advance for any help.
  
  roman
  
  
  
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Re: [PD] [Gem] angles - vector translation

2007-02-24 Thread Roman Haefeli
On Fri, 2007-02-23 at 14:46 -0500, marius schebella wrote:
 what you want to do is change the perspective, resp. view.
 have a look at the help patch for gemwindow.
 I am working on a better help patch, because it took me a long time to 
 figure out, what means what...

hey, that would be nice. 

roman



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Re: [PD] [Gem] angles - vector translation

2007-02-24 Thread Roman Haefeli
On Sat, 2007-02-24 at 14:11 +0100, Patco wrote:
 Roman Haefeli a écrit :
  On Fri, 2007-02-23 at 14:46 -0500, marius schebella wrote:

  what you want to do is change the perspective, resp. view.
  have a look at the help patch for gemwindow.
  I am working on a better help patch, because it took me a long time to 
  figure out, what means what...
  
 
  hey, that would be nice. 
 
  roman
 

 The camera view abstraction from PMPD isn't what you was looking for?
 it's attached.
 pc.

ciao patco

great! this patch contains a lot of usefull stuff. i hope i can learn
from it a bit. for example the mouse events are translated into the
rotation of the perspective in a very intuitive way. i don't understand
the math behind it yet, but i try to learn. thank you.

roman 






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Re: [PD] minor but persistent annoyances

2007-02-26 Thread Roman Haefeli
oops, sorry about the number, i didn't want to say, it's exact 3px.  i
just estimated. i am working actually on linux, so i couldn't test.
though, it would be interesting to see, if it's also 4px on windows.

roman


On Mon, 2007-02-26 at 17:40 -0500, marius schebella wrote:
 Roman Haefeli wrote:
  subtract 3px 
 
 on my system it's 4 pix. osx 10.4.8. tcl 8.4.
 m.



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Re: [PD] gem - fading

2007-02-27 Thread Roman Haefeli
hi nikola

of course, this is possible, even very simple:

[gemhead]
|
[alpha]   [slider with range 0-1]   - connect this to the 4th inlet 
|/   [colorRGB]
[colorRGB]
|
[some geo aka. gem-object]

you might also look at the helpfiles of:

[alpha]
[colorRGB]
[color]

roman


On Tue, 2007-02-27 at 14:30 +0100, Nikola Jeremic wrote:
 hi list
 
 1. i would like to fade my gem objects -  fade to color (black), or
 fade to alpha channel. Is there any other way how i can make my object
 vissible/invissible (but not sending 0-1 to gem_win). 
 
 thanx
 
 n.
 
 
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[PD] [Gem]: gem-pointer and [list] OR slow [repeat]

2007-02-27 Thread Roman Haefeli
hi all

it's a known trick to use [repeat] from zexy in a gem render chain to
produce funny effects and to multiply the rendering of the attached
objects. 
the problem i have here, is that i use a [repeat] with a very high
iteration number (1000). after the [repeat 1000] some stuff is
calculated and read from tables and then sent to gem-objects on each
iteration. this works well, but on each render-cycle i get a short
dropout. i use the default framerate of 20, that should make 50ms per
frame, but with [realtime] i measure around 70ms. i could live with
that, but i thought that this could be optimized. 
it's the concept of pd, that when a message is triggered, it gets
completely processed in the same dsp-cycle. but when working with gem,
this makes absolutely no sense, since the time between each render cycle
is much higher (50ms in my case). that's why i wanted to build a slow
repeat with [until] and [list], so that i can spread the 1000 iterations
over the whole 50ms. unfortunately it is not possible to store a gem
pointer with [list]. when i connect a [gemhead] to the right inlet of a
[list] and turn rendering on, pd immediately crashes (at least here, i
didn't test on other computers).  
i tried also to bang 'manually' the [gemhead] instead, but then the
iterations don't have any effect (no objects are multiplied).

is there any way to store a gem pointer? or is there another way of
producing slow repeats of a gem pointer?

any help appreciated!

roman






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[PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
hello cyrille

thank you. [any] was what i was looking for. it can store a gem-pointer.
but as you mentioned it doesn't work when delayed.

putting this in the render chain works and gives the expected result:

[t b b a]
| //
[any  ]

but this makes pd/gem completely stuck:

[t b b a]
|   |   |
|  [del 10] |  
| //
[any  ]

as you said, this is obviously the wrong approach. but my problem
persists. unfortunately i can't see the design of gem behind the
objects. so i wonder if there is still a solution.

i might be wrong but in my eyes it doesn't make sense to do all the work
that could be done in 50ms in only 1.45ms. the problem i have with my
gem patch (and probably other gem-patches have as well) is that during
one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
dsp-cycle there is no work to be done. 

how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
along with that? are there other ways to optimize?

roman 

On Wed, 2007-02-28 at 00:43 +0100, cyrille henry wrote:
 to store gem pointer, you can use the any object.
 but if you want to render primitive when gem does not expect it (like sprend 
 in the 50ms as you explain), you can't expect it to render anything.
 in the better case, it will not crash.
 
 cyrille
 
 
 Roman Haefeli a écrit :
  hi all
  
  it's a known trick to use [repeat] from zexy in a gem render chain to
  produce funny effects and to multiply the rendering of the attached
  objects. 
  the problem i have here, is that i use a [repeat] with a very high
  iteration number (1000). after the [repeat 1000] some stuff is
  calculated and read from tables and then sent to gem-objects on each
  iteration. this works well, but on each render-cycle i get a short
  dropout. i use the default framerate of 20, that should make 50ms per
  frame, but with [realtime] i measure around 70ms. i could live with
  that, but i thought that this could be optimized. 
  it's the concept of pd, that when a message is triggered, it gets
  completely processed in the same dsp-cycle. but when working with gem,
  this makes absolutely no sense, since the time between each render cycle
  is much higher (50ms in my case). that's why i wanted to build a slow
  repeat with [until] and [list], so that i can spread the 1000 iterations
  over the whole 50ms. unfortunately it is not possible to store a gem
  pointer with [list]. when i connect a [gemhead] to the right inlet of a
  [list] and turn rendering on, pd immediately crashes (at least here, i
  didn't test on other computers).  
  i tried also to bang 'manually' the [gemhead] instead, but then the
  iterations don't have any effect (no objects are multiplied).
  
  is there any way to store a gem pointer? or is there another way of
  producing slow repeats of a gem pointer?
  
  any help appreciated!
  
  roman
  
  
  
  
  
  
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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread Roman Haefeli
hi IOhannes

On Wed, 2007-02-28 at 14:46 +0100, IOhannes m zmoelnig wrote:
 Roman Haefeli wrote:
  hello cyrille
  
  thank you. [any] was what i was looking for. it can store a gem-pointer.
  but as you mentioned it doesn't work when delayed.
  
  putting this in the render chain works and gives the expected result:
  
  [t b b a]
  | //
  [any  ]
  
  but this makes pd/gem completely stuck:
  
  [t b b a]
  |   |   |
  |  [del 10] |  
  | //
  [any  ]
  
  as you said, this is obviously the wrong approach. but my problem
  persists. unfortunately i can't see the design of gem behind the
  objects. so i wonder if there is still a solution.
 
 this is not a question of the design of Gem but of openGL.
 for most objects (but the pix_ stuff), Gem directly communicates with
 the underlying openGL-infrastructure.
 for this to work, one must get hold of the openGL context.
 using delayed gem-messages, the openGL-context will most likely be
 grabbed by another application.
 
  
  i might be wrong but in my eyes it doesn't make sense to do all the work
  that could be done in 50ms in only 1.45ms. the problem i have with my
  gem patch (and probably other gem-patches have as well) is that during
  one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
  dsp-cycle there is no work to be done. 
 
 on the long run i have plans to put the rendering into a separate
 thread. however, don't expect it too soon.

hm... i am bit unsure now. chris clepper said in his previous mail, that
gem rendering is not bound to the dsp-ticks. but when you say, that
threading would help in this case, does that mean, the rendering _is_
bound to the dsp-ticks? do i understand something wrong?

 
  how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
  along with that? are there other ways to optimize?
 
 2 ways:
 - use longer audio buffers (e.g. 100ms)

for some reason, it doesn't help here. it's not the audio i care about,
but that timing is lost and the desired frameperiod grows to 70ms. and
what is most surprising here, sometimes i close the patch i am working
on and open it again and start rendering and for some unexplainable
reason: frameperiod is 50ms. this is with the same patch with the same
gem-objects in gemwin.

 - use 2 instances of pd: one for audio and one for video; one of them
 (or a third one) is master and controls the rest.

yeah, when i want to do audio at the same time, i'll do that. 

roman



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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread Roman Haefeli
On Wed, 2007-02-28 at 17:15 +0100, cyrille henry wrote:
 
 btw.
 http://nusmuk.free.fr/fleur/
 some of those got more than 200 000 cube, (render at 1 fps for the slower).

hey, soo nice pictures. do you have also a movie of them? wonderfull to
see what is possible with gem.

roman

 patch to make this is almost the LS demo patch i send to this list few time 
 ago.
 
 ok, i don't make sound with those, but a good graphic card really improve 
 processing speed.
 
 cyrille




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[PD] small set of vector transforming abstractions

2007-02-28 Thread Roman Haefeli
hi all

during my trials with gem i made a little set of abstractions, that
hopefully could be usefull when dealing with vectors. at least they have
been for me.

the set contains:

[v_+]   : adds two vectors
[v_-]   : subtracts a vector from another
[v_scale]   : scales a vector
[v_mag] : outputs the magnitude of a vector
[v_normalize]   : normalizes a vector (so that its magnitude becomes 1)
[v_x]   : computes the cross product of two vectors
[v_rotate]  : rotates a vector around another

let me know if you miss something or if you find it not useable at all.

it can be downloaded from here:
http://romanhaefeli.net/pd/v_abstractions.tar.gz

roman






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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
as always: i forgot the attachment

On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
 On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
  
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
 
 oops. ok
  
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
 
 anyway, i get dropouts when doing gem-rendering, although 'top' tells me
 that pd uses only 20% cpu-time. i don't care much about the audio (as
 IOhannes mentioned, i could run two instances of pd). the problem is
 that the timing is not nice. i'd like to run the patch with 20 frames
 per second. but in praxis each cycle needs 70ms, which gives me a
 framerate of 14. 
 
 is my gpu too slow? what happens, when the gpu is overloaded? can that
 cause pd to stuck?
 
 i attached a little gem-benchmark-test. although you say, gem doesn't
 use the dsp-clock, it takes much longer to compute the first block after
 a gem-rendering command. why is that? 
 and: here on my system, the [realtime] measures up to 70ms, when i go
 over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
 stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
 that? here on my system, cpu-time used by pd is always 20%.
 
 sorry to ask you so much.. but i try to understand things a bit
 better...
 
 roman
 
 
 
 
 
 
 
 
 
   
   
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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread Roman Haefeli
hello cyrille

thank you for the adjustments. i think i understand the difference
between measuring the gemhead loop and the time between 2 images. but
the other thing with the optimization still remains unclear to me and it
seems, that it doesn't work here. when i stop the first and start the
second gemhead, the gemwin becomes black. no primitives are drawn. there
is no error in the pd-window (there is only a message '[GEMglNewList]:
mode=4864' when i load the patch).
does the optimization need some flags enabled when compiling gem?

it seems, there is so much about gem, i don't know yet (like all these
objects [GEMgl*] and [GLdefine] and the like, or the message 'FSAA 4').
to understand them, is it needed to know opengl well? are these objects
documented somewhere in the Gem-documentation?

i am not insulted if you don't have the time to answer all these
questions...

cheers
roman
 
 

On Thu, 2007-03-01 at 11:18 +0100, cyrille henry wrote:
 i made some change to this abstraction in order to compute only the time use 
 for the gemhead loop and not the time between 2 images.
 on my computer, it's about 11ms.
 but with the display list optimisation, it fall to 6ms about.
 
 cyrille
 
 Roman Haefeli a écrit :
  as always: i forgot the attachment
  
  On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
  On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
 
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
  oops. ok
   
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
  anyway, i get dropouts when doing gem-rendering, although 'top' tells me
  that pd uses only 20% cpu-time. i don't care much about the audio (as
  IOhannes mentioned, i could run two instances of pd). the problem is
  that the timing is not nice. i'd like to run the patch with 20 frames
  per second. but in praxis each cycle needs 70ms, which gives me a
  framerate of 14. 
 
  is my gpu too slow? what happens, when the gpu is overloaded? can that
  cause pd to stuck?
 
  i attached a little gem-benchmark-test. although you say, gem doesn't
  use the dsp-clock, it takes much longer to compute the first block after
  a gem-rendering command. why is that? 
  and: here on my system, the [realtime] measures up to 70ms, when i go
  over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
  stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
  that? here on my system, cpu-time used by pd is always 20%.
 
  sorry to ask you so much.. but i try to understand things a bit
  better...
 
  roman
 
 
 
 
 
 
 
 
 
 
 
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Re: [PD] small set of vector transforming abstractions

2007-03-01 Thread Roman Haefeli
On Thu, 2007-03-01 at 10:53 +0100, Frank Barknecht wrote:
 Hallo,
 IOhannes m zmoelnig hat gesagt: // IOhannes m zmoelnig wrote:
 
  
  why don't you just make them part of the frank's list-abstractions?
 
 Because they already are? ;) 
 
 But the versions of these in [list]-abs also handle arbitrary length
 lists and lists including symbols (which get ignored). If you already
 know, that you always have 3-element float lists you can optimize
 stuff a bit.

hey frank

after a closer look to list-abs again, it turned out that almost all of
the vector-abs are already implemented in list-abs and therefore could
be considered obsolet. the only really new is [v_rotate] (it's _not_ the
same as list-rot) and possibly [v_move], which is somehow related to
[triple-scale]. however, i started with [v_rotate] which i was really
missing and then one came after the other. 
i didn't meant to invent the wheel again.

roman 




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