[PD] GEM: Two particle systems in one patch interfering

2010-04-01 Thread Johannes Paar

Hi,

I have a problem with two particle systems in my patch. If in one of  
them I change gravity, source and killold properties, it affects the  
second one somehow. But they are separate gemlists and are not  
connected in any way. How can I fix that?


Thanks,

Joh


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[PD] GEM: pix_coordinate: how to use (was GEM: possibility to split gemframebuffer or gemlist?)

2010-03-31 Thread Johannes Paar

Hi again,

the patch Jack sent me was what I was looking for. However I have some  
troubles with the pix_coordinate object. Currently the final image is  
split into two rectangles  that sit left to right next to each other,  
but what I actually need now is from top to down.


I don't know how to manipulate pix_coordinate. I have no idea how to  
use them as they are no XYZ coordinates. How can I achieve what I need?


Thanks a lot & best

Johannes

Quoting Jack :


Something like this for example ?
++

Jack


Le lundi 29 mars 2010 à 02:16 +0200, Johannes Paar a écrit :

Hi,

is there a way to split the gemframebuffer, so that I can split 1
gemlist to be rendered on 2 objects, with each object showing only
half of the image? Like that the two final objects could act as
independent canvas for projection mapping.

Thanks a lot & best

Johannes


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#N canvas 537 121 661 553 10;
#X obj 67 131 gemhead 20;
#X obj 254 176 gemhead;
#X obj 67 338 rotateXYZ;
#X obj 67 292 t a b;
#X obj 67 252 translateXYZ 0 0 -4;
#X obj 67 168 gemframebuffer;
#X obj 254 201 pix_texture;
#X obj 67 357 pqtorusknots;
#N canvas 0 22 450 300 rotation 0;
#X obj 33 19 inlet;
#X obj 33 110 % 360;
#X obj 33 62 i;
#X obj 33 88 + 5;
#X obj 33 136 outlet;
#X obj 84 111 % 360;
#X obj 84 63 i;
#X obj 84 137 outlet;
#X obj 134 112 % 360;
#X obj 134 64 i;
#X obj 134 138 outlet;
#X obj 84 89 + 3;
#X obj 134 90 + 7;
#X connect 0 0 2 0;
#X connect 0 0 6 0;
#X connect 0 0 9 0;
#X connect 1 0 2 1;
#X connect 1 0 4 0;
#X connect 2 0 3 0;
#X connect 3 0 1 0;
#X connect 5 0 6 1;
#X connect 5 0 7 0;
#X connect 6 0 11 0;
#X connect 8 0 9 1;
#X connect 8 0 10 0;
#X connect 9 0 12 0;
#X connect 11 0 5 0;
#X connect 12 0 8 0;
#X restore 99 313 pd rotation;
#X obj 67 272 color 1 0 0;
#X obj 384 176 gemhead;
#X obj 384 201 pix_texture;
#X obj 254 221 pix_coordinate;
#X obj 384 221 pix_coordinate;
#N canvas 0 22 450 300 gemwin 0;
#X obj 132 136 gemwin;
#X obj 67 89 outlet;
#X obj 67 10 inlet;
#X msg 67 70 set destroy;
#X msg 142 68 set create;
#X msg 198 112 destroy;
#X msg 132 112 create \, 1;
#X obj 67 40 route create destroy;
#X obj 20 217 gemhead 1;
#X obj 20 237 world_light;
#X connect 2 0 7 0;
#X connect 3 0 1 0;
#X connect 4 0 1 0;
#X connect 5 0 0 0;
#X connect 6 0 0 0;
#X connect 7 0 3 0;
#X connect 7 0 6 0;
#X connect 7 1 4 0;
#X connect 7 1 5 0;
#X connect 7 2 0 0;
#X connect 8 0 9 0;
#X restore 24 50 pd gemwin;
#X msg 24 25 destroy;
#X msg 164 131 color 0 0 1 0;
#X obj 164 110 loadbang;
#X msg 335 125 0 0 0.5 0 0.5 1 0 1;
#X msg 465 125 0.5 0 1 0 1 1 0.5 1;
#X obj 335 96 loadbang;
#X text 82 24 <- 1;
#X text 519 378 Jack/RYBN 2010;
#X obj 384 373 rectangle 2 1.5;
#X obj 254 373 rectangle 2 1.5;
#X text 380 155 lower screen;
#X text 254 157 upper screen;
#X text 420 101 how to change these messages?;
#X obj 254 249 translateXYZ 0 1.6 0;
#X obj 384 249 translateXYZ 0 -1.6 0;
#X connect 0 0 5 0;
#X connect 1 0 6 0;
#X connect 2 0 7 0;
#X connect 3 0 2 0;
#X connect 3 1 8 0;
#X connect 4 0 9 0;
#X connect 5 0 4 0;
#X connect 5 1 6 1;
#X connect 5 1 11 1;
#X connect 6 0 12 0;
#X connect 8 0 2 1;
#X connect 8 1 2 2;
#X connect 8 2 2 3;
#X connect 9 0 3 0;
#X connect 10 0 11 0;
#X connect 11 0 13 0;
#X connect 12 0 28 0;
#X connect 13 0 29 0;
#X connect 14 0 15 0;
#X connect 15 0 14 0;
#X connect 16 0 5 0;
#X connect 17 0 16 0;
#X connect 18 0 12 1;
#X connect 19 0 13 1;
#X connect 20 0 18 0;
#X connect 20 0 19 0;
#X connect 28 0 24 0;
#X connect 29 0 23 0;
#N canvas 0 0 661 553 10;
#X obj 67 131 gemhead 20;
#X obj 254 176 gemhead;
#X obj 67 338 rotateXYZ;
#X obj 67 292 t a b;
#X obj 67 252 translateXYZ 0 0 -4;
#X obj 67 168 gemframebuffer;
#X obj 254 201 pix_texture;
#X obj 67 357 pqtorusknots;
#N canvas 0 0 450 300 rotation 0;
#X obj 33 19 inlet;
#X obj 33 110 % 360;
#X obj 33 62 i;
#X obj 33 88 + 5;
#X obj 33 136 outlet;
#X obj 84 111 % 360;
#X obj 84 63 i;
#X obj 84 137 outlet;
#X obj 134 112 % 360;
#X obj 134 64 i;
#X obj 134 138 outlet;
#X obj 84 89 + 3;
#X obj 134 90 + 7;
#X connect 0 0 2 0;
#X connect 0 0 6 0;
#X connect 0 0 9 0;
#X connect 1 0 2 1;
#X connect 1 0 4 0;
#X connect 2 0 3 0;
#X connect 3 0 1 0;
#X connect 5 0 6 1;
#X connect 5 0 7 0;
#X connect 6 0 11 0;
#X connect 8 0 9 1;
#X connect 8 0 10 0;
#X connect 9 0 12 0;
#X connect 11 0 5 0;
#X connect 12 0 8 0;
#X restore 99 313 pd rotation;
#X obj 67 272 color 1 0 0;
#X obj 384 176 gemhead;
#X obj 384 201 pix_texture;
#X obj 254 221 pix_coordinate;
#X obj 384 221 pix_coordinate;
#N canvas 0 0 450 300 gemwin 0;
#X obj 132 136 gemwin;
#X obj 67 89 outlet;
#X obj 67 10 inlet;
#X msg 67 70 set destroy;
#X msg 142 68 set create;
#X msg 198 112 destroy;
#X msg 132 112 create \, 1;
#X obj 67 40 route create destroy;
#X obj 20 217 gemhead 1;
#X obj 20 237 world_light;
#X connect 2 0 7 0;
#X connect 3 0 1 0;
#X 

[PD] GEM: possibility to split gemframebuffer or gemlist?

2010-03-28 Thread Johannes Paar

Hi,

is there a way to split the gemframebuffer, so that I can split 1  
gemlist to be rendered on 2 objects, with each object showing only  
half of the image? Like that the two final objects could act as  
independent canvas for projection mapping.


Thanks a lot & best

Johannes


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Re: [PD] GEM: Render particle system as texture of object

2010-03-28 Thread Johannes Paar
Thanks a lot for the responses, the gemframebuffer object was what I was 
looking for.


I also got the issue resolved here: 
http://puredata.hurleur.com/viewtopic.php?pid=17442



cyrille henry schrieb:
If you want to render something in a texture in order to map it 
somewhere else, you have to use the framebuffer object.

see examples.

Cyrille


Johannes Paar a écrit :

Hello,

I am trying to map my particle system onto a rectangle or other 
object, so that I can rotate, translate etc it in order to do some 
projection mapping. I haven't been successful with this at all, can 
anyone give me some hints?


Is this something that I could resolve via a buffer object or use the 
gem2pdp and pdp2gem objects as a workaround?


Thanks for any help,

Johannes

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[PD] GEM: Render particle system as texture of object

2010-03-27 Thread Johannes Paar

Hello,

I am trying to map my particle system onto a rectangle or other object, 
so that I can rotate, translate etc it in order to do some projection 
mapping. I haven't been successful with this at all, can anyone give me 
some hints?


Is this something that I could resolve via a buffer object or use the 
gem2pdp and pdp2gem objects as a workaround?


Thanks for any help,

Johannes

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