[PD] [PD-announce] pd version 0.48-2 test1 released

2018-08-04 Thread Miller Puckette
To Pd-announce: Pd version 0.48-2test1 is available on http://msp.ucsd.edu/software.htm or (source only) via github: https://github.com/pure-data/pure-data This test version fixes a number of bugs in Pd 0.48-1. Source and 32-and 64-bit Mac and Windows versions are available; Mac/PPC and ARM

Re: [PD] Gem - how to get a concave/convex plane

2018-08-04 Thread oliver
cyrille henry wrote: hello, you can try [curve3d] cyrille, jack: thanks a lot for your kind help. i tried both your suggestions with some success , but i'm not quite there yet. i attached an example patch providing both methods and problems. basically [curve3d] works well, with a

Re: [PD] Gem - how to get a concave/convex plane

2018-08-04 Thread cyrille henry
hello, you can try [curve3d] cheers c Le 04/08/2018 à 11:20, oliver a écrit : Jack wrote: For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view. Hi, Jack ! thanks a lot for your

[PD] distinction Pd lingo: abstraction, subpatch, subwindow

2018-08-04 Thread Max
In the helpfiles and on this list the three words 'abstraction' 'subpatch' or 'sub-patch' 'subwindow' are used. could someone provide a definition of those? I suspect they aren't used in a consistent way throughout the documentation. m. ___

Re: [PD] Gem - how to get a concave/convex plane

2018-08-04 Thread Jack
Hello Oliver, Le 04/08/2018 à 11:20, oliver a écrit : > Jack wrote: >> For me, the simplest way to achieve this, is to use a mesh square with >> shaders. Take a look at exemples in Gem and shaders and how to move >> vertices in model view. > > Hi, Jack ! thanks a lot for your suggestion. > >

Re: [PD] Gem - how to get a concave/convex plane

2018-08-04 Thread oliver
Jack wrote: For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view. Hi, Jack ! thanks a lot for your suggestion. Unfortunately my my shader/glsl skills are very limited and so is the