nce one instead.
>
> cheers
> Miller
>
> On Tue, Jun 10, 2008 at 05:29:49PM +0200, cyrille henry wrote:
>>
>> Charles Henry a ?crit :
>>> On Tue, Jun 10, 2008 at 4:43 AM, cyrille henry
>>> <[EMAIL PROTECTED]> wrote:
>>>
>>>> i r
Charles Henry a écrit :
> On Tue, Jun 10, 2008 at 4:43 AM, cyrille henry
> <[EMAIL PROTECTED]> wrote:
>
>> i realized that the 4 points interpolation in tabread4~ (and tabosc4~) are
>> not optimal.
>
> Please describe. I've analyze the interpolation f
hello,
i'm still trying to understand why pd sound quality is not very good.
i realized that the 4 points interpolation in tabread4~ (and tabosc4~) are not
optimal.
so, i just made few objects to replaced them (most of the code are copy from pd
sources), but using a true 4 points cubic interpo
Thomas Grill a écrit :
> Hi all,
> does anyone have experience with measuring pulse using just hand touch
> sensors?
> Which kind of sensors are feasible, is there any special signal
> conditioning necessary?
i have no experience, but the 1st thing i would try is to use some medical
device lik
ydegoyon a écrit :
> ola, cyrille,
>
> well, yes it's obvious i'm almost new to gem, but
> things are getting better and worse
> ( see attached patch ) :
>> as expected, this patch did not draw anything in single buffer.
>> you have to bang the gemhead.
> i do it now at each cube rotation,
> wha
I see into the rectangle only.
>
> it currently work with [pix_record]
>
> cyrille henry a écrit :
>> hello,
>>
>> unless i misunderstand, what you describe is currently working.
>>
>> gemhead 99
>> |
>> pix_write
>>
>> will capture in
hello,
unless i misunderstand, what you describe is currently working.
gemhead 99
|
pix_write
will capture in a file what you can see in the gem windows.
cyrille
Patrice Colet a écrit :
> Hi, it's possible to render on a video file the texture drawn into a
> geo object, but the quality is
marius schebella a écrit :
> hi,
> does someone know of a solution to draw only a segment of a circle/disk
> in GEM?
> thanks,
> marius.
>
you can :
- draw a full circle and cut it with glClipPlane
- draw a line made of lot's of segments, computing the coordinate of each point
with sin / co
hello,
i can't test, i' missing boids-single and fluide_mass3D.
are this abstractions or externals?
cyrille
Luigi Rensinghoff a écrit :
> Hi List
>
> i am quite desperate;-(
>
> Working on areally nice patch with boids and sound.
>
> I have the latest available OS-X extended for Intel, w
hello,
i think you have to use pix_separator (after the pix_buffer_read) if you don't
wish to use this feature.
(it will copy the images data before modification, so it will slow down the
patch.)
cyrille
Raphaël ILIAS a écrit :
> Hi !
>
> I had this problem twice in two different patchs usin
marius schebella a écrit :
> cyrille henry wrote:
>> hello,
>>
>> the (ugly) solution i use is to change the position of the camera to
>> render and record just a small part of the image.
>> doing this many time gives you lot's of images that you can add
hello,
the (ugly) solution i use is to rchange the position of the camera to render
and record just a small part of the image.
doing this many time gives you lot's of images that you can add together to
have a very big image.
here is the abstraction i use.
cyrille
marius schebella a écrit :
IOhannes m zmoelnig a écrit :
> cyrille henry wrote:
>> hello,
>>
>> i'm on a fresh hardy install.
>> with nvidia driver (the new driver, and not the old gutsy driver that
>> you certainly still using after an upgrade)
>> last miller pd compilled fro
hello,
i'm on a fresh hardy install.
with nvidia driver (the new driver, and not the old gutsy driver that you
certainly still using after an upgrade)
last miller pd compilled from source.
curent cvs gem version compiled from source.
everything work perfectly.
cyrille
IOhannes m zmoelnig a éc
hello,
you want to set the background color of the frambuffer to be transparent.
you can send a message color 0 0 0 0 to the gemframbuffer object in order to
change it's background color.
setting the frambuffer to RGBA (and not RGB)is made with : format RGBA
look at the attachement
cyrille
m
hello,
it's possible to render your geos in a 2048*1532 frambuffer, then use this as a
texture.
render this texture throw a shader that average 4 pixels in 1 in order to
anti-alias this texture to a 1024x768 window.
cyrille
marius schebella a écrit :
> I am still not sure, how I should do it.
hello,
Frank Barknecht a écrit :
Hallo,
chris clepper hat gesagt: // chris clepper wrote:
C++ - Jamie did a lot of this for his personal use.
I have not used luagl, but I suspect it will not be comparable to C in
speed.
luagl is not as fast as C, but it's already much faster than using
lots
[EMAIL PROTECTED] a écrit :
> [EMAIL PROTECTED] a écrit :
...
>
> I've removed the dll's from the system, and loaded this attached
> version, it's running fine, now I'm testing examples, from the last to
> the begining, oh an error:
>
> with examples/02.advanced/21.basic_LSystem.pd
>
> [ge
hello,
try installing glx extension!
maybe with this line on your xorg.conf :
Load "glx"
in the module section.
cyrille
Birgit Gasteiger a écrit :
> Hello!
>
> I am just starting with Gem and as I tried to create a window with the
> object pd gemwin in one of the basic examp
marius schebella a écrit :
> cyrille henry wrote:
>>
>>
>> marius schebella a écrit :
>>> hi cyrille,
>>> with mesh_square, are there other arguments to the draw message than
>>> "default" "line" and "point"?
>&g
hello,
no, gemframbuffer perspective and view point are hard-coded for in the
frambuffer object.
glFrustum(-1,1,-1,1,1,25); line 143 of src/controls/gemframebuffer.cpp
it may worth a feature request to ask for a message to set this.
cyrille
marius schebella a écrit :
> hi,
> to me it seems th
marius schebella a écrit :
> hi cyrille,
> with mesh_square, are there other arguments to the draw message than
> "default" "line" and "point"?
you can send to mesh_square all draw style that you can send to any other gem
primitive. but only this one work as expected.
> and what is the "default
hello,
for what i know, this is a openGL limitation, with no generic hardware solution.
cyrille
marius schebella a écrit :
> Hi,
> I want to apply colors (or textures) with alpha values to obj. models
> and then turn them around, but I am having problems if I rotate the
> objects. this actuall
Pepa Henzl a écrit :
> Hello,
> I've just started with glsl languague and Gem this week. Everything works
> fine, but i'd like to know what to do if i want to apply multiple effects on
> a texture.
> Is it possible to render pix data to the texture, instead of current
> framebuffer window, an
ference of both is pure silence)
Could you send the patch you tested?
cyrille
andy
On Fri, 21 Mar 2008 09:55:27 +0100
cyrille henry <[EMAIL PROTECTED]> wrote:
hello,
i think it's quite simple to emulate z~ with a simple delread~ / delwrite~.
cyrille
Andy Farnell a écrit :
I ha
hello,
i use textfile to record data on a file without any problem.
i tested with files up to 100Mo with no problem or overload.
but writing in a table in memory is also a good option.
cyrille
nicholas ward a écrit :
> Hi,
> Ive been using cyclone/coll to capture data and write it to file but
hello,
i think it's quite simple to emulate z~ with a simple delread~ / delwrite~.
cyrille
Andy Farnell a écrit :
> I have a problem, that is partly of my own making and need to air
> this on the list for advice. This isn't a rant, just a frustrating situation.
>
> As some of you know I have be
cpu load distribution.
> did you experience a performance difference between the unpack~ and the
> tabplay~ solution?
i was expecting a deference, but i did not see one.
both are 10 (or more) time slower than pmpd~ for the same physical model.
cyrille
> marius.
>
> cyrille henry wr
marius schebella a écrit :
> maybe it is possible to have signal inlets for all parameters and not
> use messages? because I don't know how to address particular masses or
> links without messages. but that would mean several inlets for every
> mass and link and that is kind of difficult. I do
hello,
sorry, i don't have time, i'm not at home.
so it's a short answer.
I try 2 other way to use msd as an audio generator.
it's not very efficient either.
i think it should not be very difficult to make a msd~ external.
anyway, for this aplication, pmpd~ external should be easier to use.
t
marius schebella a écrit :
> yes, I was talking about an external called msd.
> I am not sure if biquad~ or fexpr~ can help. Is it possible to create
> harmonic sounds by sending impulses into a biquad~?
yes, serch for resonator on this list. there was an exemple using fexpr~ (i
think)
> that
look at gem exemple 19,20 and 21 in the advanced section.
you can find them here :
http://pd-gem.cvs.sourceforge.net/pd-gem/Gem/examples/02.advanced/
cyrille
Vadim Smahtin a écrit :
> Big thx for help, but can any1 send me some examples of "repeat" and
> "multi gemhead"? I found some in archive,
hello,
here is a lowpass resonant filter that i made based on gunter [fft_convolution]
abstraction.
changing the filter coef use lot's of CPU, but without changing the coef this
filter is nice.
it can be improve in different way, but the most important is probably the way
to write the impuls
marius schebella a écrit :
another way to record your performances is to mirror your display and
feed the output with a dv camera or some other device.
this will limit the quality.
recording your actions is brilliant but a lot of effort during patching.
in fact, not so much effort.
speciall
hello,
i did not see the original question.
the mapping lib have a lot's of diferents kind of data filter.
have a look at iir, fir and median_n objects.
if you wish to use line, then have also a look at line3.
cyrille
Roman Haefeli a écrit :
> On Fri, 2008-02-08 at 22:43 +, matthew venn
I don't know exactly why lua is
> faster.
> maybe because in lua, I create one long gl command list (from glbegin to
> glend) and in gem I trigger gemhead everytime I draw a square. is there
> a way to make the gem part faster?
> marius.
>
> cyrille henry wrote:
>>
hello,
i have not try the test patch, but the curve object is very ineficient to draw
line.
can you try to draw as many square as possible in gem, and with luagl?
this 10:1 speed factor is surprising.
cyrille
marius schebella a écrit :
> hey frank/list,
> somehow I managed to get luagl workin
hello,
you're using windows?
have you try the [topmost $1< message to the gemwin? ($1 = 0 or 1)
if it work, then it's probably easier than an external "switcher"
anyway, what's happen if you don't close the gemwin?
you can close / reload your patch, but having the gemwin in an other patch so
you
hello,
rendering text is quite expensive. but dynamicaly changing the text is even
more expensive.
if you've got a high number of letter (> 5 000), i think using texture is the
best solution.
cyrille
Jerome Tuncer a écrit :
> Hi everyone,
>
> I use text2d to render a lot of dynamic text in a
hello,
you can set alpha blend type to be the maxinmum of each images.
cyrille
Georg Holzmann a écrit :
> Hallo!
>
> I have again a basic alpha blending problem, where I don't find a solution:
>
> For example I have two images (A + B), which are overlapping at a small
> part (C):
>
> ---
Patrice Colet a écrit :
> IOhannes m zmoelnig a écrit :
>> Patrice Colet wrote:
>>> Hi, there is certainly an error in this source file:
>>>
>>> http://pd-gem.cvs.sourceforge.net/*checkout*/pd-gem/Gem/src/openGL/GEMglMap1f.cpp?revision=1.1
>>>
>>>
>>>
>>> t_atom*argv should be 't_atom *argv'
>>
hello,
i don't really understand.
can you post your patch?
if you have only 1 light source that is inside the geo, then it's possible that
you can see insite the geo, but you don't have any light outside of the geos.
in french : tu eclaire seulement l'interieur, lexterieur reste ds le noir.
so yo
Jan 2, 2008, at 12:18 PM, cyrille henry wrote:
using coordinate mode 0 : texture coordinate goes from (0,0) to
(size.x,size.y), so it's easier to get the size of the texture (with
pix_info), send it to the shader to make the correction.
___
PD-l
Rebecca Schatz a écrit :
> Hi All,
>
> I found this message in the archives:
>
> Hi List,
>
> just from curiosity: did anybody out there already built an
> abstraction to make geos in a star shape?
> (using [polygon n]).
>
> max
>
> But can't find a response to it
this certainly mean that
Alexandre Quessy a écrit :
> Super nice !
> I didn't know about the "texunit 0" message you can send to
> pix_texture. Are there other things I should know regarding
> [pix_texture] before I start over again my texture storage
> abstractions ?
>
> Regarding texture coordinates, we can not access
vade a écrit :
> Yes, very efficient, and also give you LOTS of flexibility . the
> regular GL_BLEND_MODES do not offer that many variations (not many are
> useful for video). Want to make a GPU powered chroma key - shader.
> Want to make feedback but have FSAA on, probably shader :)
why ca
hello,
chdh will perform the 29 december in the Hörbar in Hambourg.
http://www.hoerbar-ev.de/
hope to see you there,
Cyrille
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vade a écrit :
> Hm. Interesting. GEM does not have a drop frame system?
no.
i don't fell it would be very usefull.
that would create more problem that what it could solve.
of course, nothing should crash, just slow down the system.
> Im not sure
> about the scheduler differences between PD
Thanks to popular demand, i just commited few shaders exemple in gem exemple
directory.
hope it will help
Cyrille
Chris McCormick a écrit :
> On Sat, Dec 22, 2007 at 11:26:18AM -0600, chris clepper wrote:
>> This is what the vertex_array objects basically do. The vertex_model object
>> opens u
Frank Barknecht a écrit :
> Hallo,
> cyrille henry hat gesagt: // cyrille henry wrote:
>
>> i think if the input can only be a phasor you can :
>> -differenciate the phasor (with a biquad: out(t) = in(t) - in(t-1) )
>> -ignore negative value (with a test o
Jamie Bullock a écrit :
> Hi Frank,
>
> On Sat, 2007-12-08 at 14:24 +0100, Frank Barknecht wrote:
>> Hallo,
>> Jamie Bullock hat gesagt: // Jamie Bullock wrote:
>>
>>> Has anyone implemented 'phasor time scaling' as an abstraction (or
>>> external)? I know it is relatively easy scale a phasor w
marius schebella a écrit :
cyrille henry wrote:
yes. i faild to render in a framebuffer and using it as a texture for
next rendered frame (just like in my wawe exemple).
i think this should be more efficient than using pix_snap2tex.
if someone know how to do this...
maybe with
marius schebella a écrit :
> cyrille henry wrote:
>> hello,
>> In the recent discution on this list regarding gem an shader, i read
>> that shader could not be used with framebuffer.
>> i did not realize when i read this (and i can't find it anymore on the
>
Message original
Sujet: Re: [PD] gem, shader and framebuffer
Date: Sat, 08 Dec 2007 19:56:45 +0100
De: cyrille henry <[EMAIL PROTECTED]>
Pour: vade <[EMAIL PROTECTED]>
Références: <[EMAIL PROTECTED]> <[EMAIL PROTECTED]> <[EMAIL PROTECTED]>
vade
to try to add any more "features" to this release before
> canning it.
>
> cheers
> Miller
>
> On Fri, Nov 23, 2007 at 07:04:25PM +0100, cyrille henry wrote:
>> hello,
>>
>> test 08 is better, but not perfect :
>> - the font of the objects are the sam
Joe Reinsel a écrit :
> Hi,
>
> I am looking for anyone on the list who might be able to talk about
> similarites and difference of PD/PDP/PiDiP/GEM and MAX/MSP/Jitter.
>
> I am interested in hearing most about experiences with video processing
> in PD.
hello,
i'm not really working with vid
hello,
here is a very cheap compressor-limiter.
cyrille
Vreahli the Audio Bandit a écrit :
Heya - I'm just curious - is it even possible to build a compressor in
PD without coding it in C? The only way I can think of getting the
overall loudness of a signal is by checking audio rate stuff -
hello,
this is a big problem.
you could always use a pix_snap2text, but it's slower.
cyrille
marius schebella a écrit :
> in gem you can use
>
> [gemhead]
> |
> | [dim 512 512(
> | /
> [gemframebuffer 49]
> |
> [translateXYZ 0 0 -4] (where are the properties for gemframebuffer???)
>
ok, thanks
i'll have a look at gunter code.
thanks
Cyrille
IOhannes m zmölnig a écrit :
> cyrille henry wrote:
>> hello Ioannes
>>
>> IOhannes m zmölnig a écrit :
>>> Charles Henry wrote:
>>>> I remember there were many filter abstractions base
Hello Claude,
this is very nice.
changing resonnance does affect the amplitude, so it's quite hard to use this
parameter.
so i think it's possible to make a better one, but i'll use it for now.
thanks
Cyrille
Claude Heiland-Allen a écrit :
> cyrille henry wrote:
>>
hello Ioannes
IOhannes m zmölnig a écrit :
> Charles Henry wrote:
>> I remember there were many filter abstractions based on biquad~s. I
>> thought they were in the iemabs directory, but I can't find them.
>
> there are abstractions in ggext that do this.
you mean ggee?
there is only externals
hard off a écrit :
> yeah roman, that peak filter is lush.
>
> has anyone else noticed that the rpole~ / cpole~ filters use quite a bit of
> cpu?
if you use other software, i think good quality filter does also use lot's of
cpu.
i accept to use more cpu if it does increase audio quality.
cyr
is called
[fx.filter.peak.sig~]
the sig stands for audio frequency inlet and audio q inlet. especially
modulating the q parameter with a signal is fun.
to hear it in action (besides a lot of other modulations):
http://www.netpd.org/sessions/2007-08-17_nordatlantik.mp3
roman
On Fri, 2007-11-23 at 20:54 +010
Hello Claude,
thanks, i did not knew the reference 2.
i did not find in any of them a low pass resonant filter but i'll have to
investigate.
thanks,
cyrille
Claude Heiland-Allen a écrit :
> cyrille henry wrote:
>> or anyone have references in order to disign filter?
>
>
hello,
i know there is a lot's of filter externals available for pd, but i'd like to
use some using rpole~ / cpole~ etc.
my main motiviations are :
1) i don't like using externals
2) this object allow an audio control of the cutoff frequency
as there is not a lot's of exemples, i'd like to know
gt;
>> Miller
>>
>> On Fri, Nov 23, 2007 at 12:33:29AM +0100, cyrille henry wrote:
>>> hello,
>>>
>>> i'm using latest pd test version on miller website.
>>> depending on my screen(s)
hello,
i'm using latest pd test version on miller website.
depending on my screen(s) resolution the size of pd font change a lot.
see :
http://nusmuk.free.fr/pd_font/
cyrille
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Derek Holzer a écrit :
> Hi Cyrille,
>
> cyrille henry wrote:
>
>> Derek : do you know if this performance problem happend only with pd, or
>> also with other software?
>
> I didn't take a lot of time to benchmark different applications between
> t
a
> ton of sphere objects use [model] and an obj of a sphere. Performance
> should increase.
>
> On Nov 21, 2007 1:38 PM, cyrille henry <[EMAIL PROTECTED]> wrote:
>> hello,
>>
>> i just made a performance test on osX, using pmpd exemple 22 (i had similar
d-extended
(nightly build) use standard version of tk, or a better one? (using nightly
build did not change anything)
Derek : do you know if this performance problem happend only with pd, or also
with other software?
thanks
Cyrille
Derek Holzer a écrit :
> Hi Cyrille,
>
> cyrille hen
ok, thanks.
osX5 is not the solution.
:-(
cyrille
vade a écrit :
> MBP 2.33, 3GB ram, OS X 10.5.1, also @ 40%
>
> Just for another data point.
>
> :'(
>
>
>
> ___
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> UNSUBSCRIBE and account-management ->
> http://lists
[EMAIL PROTECTED] a écrit :
> S'està citant cyrille henry <[EMAIL PROTECTED]>:
>> could anyone with a macbook pro could test this patch and tell me
>> the CPU used?
>
> you are only interested in macOX performance test or also in linux on
> the macbook?
&
hello,
i just made a performance test on osX, using pmpd exemple 22 (i had similar
problem with other patch, this is just an exemple)
with pd extended, or pd/Gem and pmpd compiled from cvs, this patch use about
40% CPU on a macbook pro 2.33Ghz.
on my computer (dual core 2Ghz), it use about 22%
tom tlalim a écrit :
> hola bunch, i'm new here,
> i'm scrolling through an extremely long panoramic jpg more of less this way
>
> [pix_image]
> |
> [translateXYZ]
> |
> [pix_draw]
>
> trouble is translate X clips at ±4, throuwing a black screen, not even
> a quarter through my jpeg...
>
> any
Javier Garcia a écrit :
Hi,
the patch that is attached should do a loop between 0 and 1.
someone knows why it doesnt work?
certainly a missong trigger problem.
I tried with several delays, but nothing...
why do you nead a delay?
does the attached patch is what you wanted?
c
br.
GARF
hello,
Patrice Colet a écrit :
> I have another question that is a little bit OT,
> inkscape only export bitmaps in png format, then I'd like to use
> imagemagicks for converting png to tiff, or even better svg to tiff,
> but it's very tricky, for the moment none of the tries I've done gave
>
||
> |||||||||||
>
> Master Class PURE DATA
> avec Miller Puckette
> et en présence de Alexander Galloway, Cyrille Henry, Olivier Pasquet.
>
> à L’École nationale supérieure d’art de Nancy (ENSA Nancy)
>
3 ms at 60fps). The reason is that
> the driver will wait on the 'no load' frame for the next sync before
> returning which is why it runs too long.
>
> On 10/12/07, cyrille henry <[EMAIL PROTECTED]> wrote:
>> gemhead 50
>> |
>> t b b
>> |
Roman Haefeli a écrit :
...
>> this jitter make it impossible to compute 1 and only 1 frame for each frame
>> on the screen, even with sync on vblank.
>
> yo, i trapped my self by measuring with [timer].
>
> anyway, if you calculate the average of these values, you'll come pretty
> close to 50
Roman Haefeli a écrit :
> On Fri, 2007-10-12 at 00:48 +0200, cyrille henry wrote:
>> Thomas O Fredericks a écrit :
>>> "sync to vblank will sync swapping buffer with the screen frame rate, but
>>> that's not the original question.
>>> to my
aproximative syncronisation.
a perfect syncronisation between gem and the screen could be using a sync to
Vblank, and gem fps faster than the screen and in a diferent thread than the
audio.
cyrille
, b
> On 10/11/07, cyrille henry <[EMAIL PROTECTED]> wrote:
>>
>>
>>
Batuhan Bozkurt a écrit :
> Roman Haefeli wrote:
>> On Thu, 2007-10-11 at 18:55 +0200, IOhannes m zmoelnig wrote:
>>
>>
>>> the next thing is to synchronize your trigger events with the
>>> gem-rendering.
>>>
>>>
>>
>> while we are at: is there some way to hardsync Gem's framerate with th
Jerome Tuncer a écrit :
> Hi Yves/list,
>
> I'm extensively using Yves/Lluis' [colorgrid] graphical object and have
> a question about one of its behaviour.
>
> What prevents it from appearing on GOP patches ?
>
> I already noticed this behaviour with other GUI stuff - namely core
> pd/IEM's
there is somthing like this in the gemwin abstraction i use.
i deal more with rotation than translation, but i hope it will help anyway.
cyrille
Chris McCormick a écrit :
Hi,
Does anyone on the list have a patch for emulating a quake style
'mouselook' to move the camera around in Gem? Roman,
you should make it like this :
[gemhead] [sel 0 1] [gemhead]
| |\|\|
[pix_film] | \ | \ [pix_image image_file]
| [1([0([0([1( |
| / \ / \ |
[pix_texture] [pix_texture]
| |
/
make a isocahedron.obj (with bender, wings3d, or google)
use it with the [model] object.
cyrille
[EMAIL PROTECTED] a écrit :
> is there a icosahedron in GEM?
>
>
>
>
> Patrick Pagano
> Sound and Light Technologist
> School of Theatre and Dance
> University of Florida
>
>
>
> _
hello,
yes, this .vert and frag works with your patch on my computer
(i just need to change the 100.0 to 1.0)
but vertex displacement is curently very slow.
Chris should fix this soon, look at gem-dev archive for more details.
cyrille
[EMAIL PROTECTED] a écrit :
> Hello,
> i really don't know
hello,
i upload a new version with some new exemples (and remove the one i did not
write) :
http://drpichon.free.fr/glsl_20070918.zip
cyrille
marius schebella a écrit :
> Hi (Cyrille),
> it seems this link is broken, can someone help me out?
> http://drpichon.free.fr/gem_glsl_ch_200070617.zip
hello,
i'm tring to do more physics on the GPU, and i'm facing some problems.
simulation results can be compute on texture (just like the wave example i send
month ago), so now i'd like to use this texture to move vertex.
if i acces to a texture with a vertex shader just like on a fragment shade
hello,
you can use the FIR filter of the mapping lib
sending a [1 -0.5 -0.25 -0.25< message on the right inlet to set the coeficient
should be ok.
cyrille
Oded Ben-Tal a écrit :
> DPCM is Differential pulse code modulation, and its possible to get an
> estimate of derivative with the right pre
hello,
unlinke what is announced there, nicolas and I will not be part of this pd
convention.
i hope i'll see all of you next time.
cyrille
PD Convention '07 a écrit :
> L'Œuvre ouverte | PureData Convention 07
> Performances + Exhibitions + Paper sessions
>
> WHO IS PERFORMING AND WHEN?
> WH
[EMAIL PROTECTED] a écrit :
> Hi all,
>
> I posted this in the gem-dev list but maybe someone here can give a some
> advise or a different
> solution for my problem. The reason I am trying to use gem is because they
> have already figured out
> the glLoop problem between openGL and Pd. Also
oups, i forgot to send to the list
basically, the shape of the string is recorded in 2 table (one for X
deformation, and 1 for Y deformation).
this tables are read at audio rate.
in fact, in order to avoid audio click when changing the value inside the
table, 2 table are used (for X defor
i forget to ask : did you look at the [fifo] object?
it does help a lot for this kind of recursive stuff.
cyrille
cyrille henry a écrit :
> hello,
>
> i just had a look at your patch.
>
> you can remove most [t a a], as every gem primitive output the pointer they
> reciving
hello,
i just had a look at your patch.
you can remove most [t a a], as every gem primitive output the pointer they
reciving.
on your 1st patch, you can remove the separator, they are useless.
for patch 6 : i usually did not care storing the data on a table, i usually
generated them on the fl
hello,
i think (if i clearly remember), that pd need a end of line (chr 10) after the
semicolon.
try sending "hello 10;\n"
Cyrille
Sebastian P. a écrit :
> Hi board,
>
>
> Pd Patch: [netrecieve ] --> [print]
>
> Telnet 127.0.0.1 causes statechange in pd from "0" to "1"
> (initi
hello,
i noticed that only the 1st texture can be change. this is due to a typo line
170 in glsl_program.cpp.
this line :
glUniform1i(m_loc[1], (GLint)m_param[i][0]);
should be change to this :
glUniform1i(m_loc[i], (GLint)m_param[i][0]);
now, it work ok here.
cyrille
ch
chris clepper a écrit :
> Great! Which platform and hardware are you testing on? I should have
> mentioned that I've only tested on OSX/Nvidia here.
as usual, i test only on ubuntu linux (feisty) + nvidia
cyrille
>
> On 7/12/07, cyrille henry <[EMAIL PROTECTED]>
it works here.
thanks a lot.
cyrille
chris clepper a écrit :
> CVS is updated. Hopefully this won't break anyone's compiles.
>
> The attached files are a test patch and the shaders. I will be out of
> town for a few days and not able to work on this again until next
> week.
>
> On 7/12/07, ch
rk on making it
> usable, but it will probably be next week before it is done.
>
wow, nice
thanks a lot.
cyrille
> On 7/12/07, cyrille henry <[EMAIL PROTECTED]> wrote:
>> hello,
>> this is not the best documentation ever, but i'll investigate.
>>
>
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