On 2/14/21 9:52 PM, Miller Puckette via Pd-list wrote:
I think the question is - within a shader, can you 'snap' an image to
a texture so that it doesn't have to go back and forth between the
GPU and CPU? I'm curious too... I guess there must be a way to do this...
[pix_snap2tex]
or,
Em seg., 15 de fev. de 2021 às 00:57, Christof Ressi
escreveu:
> I'm not sure if it's even possible on macOS and Linux, you would have to
> do some research.
>
Maybe Dan has already shed some light on this
Em ter., 19 de jan. de 2021 às 12:38, Dan Wilcox
escreveu:
> The Pd GUI does not load
Em seg., 15 de fev. de 2021 às 00:59, Christof Ressi
escreveu:
> Or could just ask the user to install the fonts :-) It's a simple drag and
> drop after all...
>
I agree it doesn't look worth the effort, given it's not that complicated
to install a font.
Nonetheless... I'd be willing, cause
Or could just ask the user to install the fonts :-) It's a simple drag
and drop after all...
On 15.02.2021 04:55, Christof Ressi wrote:
It only works for GEM because it is actually responsible for drawing
text onto the screen (probably using the freetype library, but haven't
checked). The
It only works for GEM because it is actually responsible for drawing
text onto the screen (probably using the freetype library, but haven't
checked). The Pd core, on the other hand, doesn't do anything like that,
it just sends commands to the GUI.
However, you can certainly ask Tcl/Tk to draw
I guess I got excited too quickly, Gem uses a library that renders fonts in
openGL, so it's not really something we could do for any kind of
external... right?
Em seg., 15 de fev. de 2021 às 00:32, Alexandre Torres Porres <
por...@gmail.com> escreveu:
> I got the idea that telling externals
Em seg., 18 de jan. de 2021 às 17:45, IOhannes m zmölnig
escreveu:
> there are of course exceptions to this: eg Gem handles the fonts on its
> own (using a library; I'm not crazy enough attempting to handle fonts
> myself).
>
Wow, This is huge for me. And I missed what this meant when I first
Thanks Miller, indeed this is exactly what I am looking for.
Fighting with pix_snap no images coming to the texture. Is anybody
interested in the shader? Should I share the folder?
Popesz
On Mon, 15 Feb 2021 at 00:30, Miller Puckette via Pd-list <
pd-list@lists.iem.at> wrote:
> I think the
I think the question is - within a shader, can you 'snap' an image to
a texture so that it doesn't have to go back and forth between the
GPU and CPU? I'm curious too... I guess there must be a way to do this...
cheers
Miller
On Sun, Feb 14, 2021 at 08:57:19PM +0100, IOhannes m zm??lnig wrote:
>
On Sun, 2021-02-14 at 21:59 +0100, Roman Haefeli wrote:
>
> I'm not quite sure what the canonical declaration style is, -lib/-
> path or -stdlib/-stdpath. I guess the former will work better for
> Pd's own default setup.
I should say this is true since 0.50 or so. Before that, -stdlib/-
stdpath
On Sun, 2021-02-14 at 11:21 +0100, João Pais wrote:
> > > >
> > For [jp.menu] to load properly, I had to [declare -path ggee -path
> > list-abs]. I think that could be done within [jp.menu] itself.
>
> Strange, that should be necessary in my computer as well. I'll have
> to
> check it.
Ok, I
On 2/14/21 8:17 PM, Csaba Láng wrote:
What do you mean?
Too much?
i think you have lost me.
you wrote:
> Can it be this too (shader and Gem) somehow connected?
which i translated to:
> Can I somehow run shaders in Gem?
to which i replied (in a rather brusque way) by mentioning the
What do you mean?
Too much?
On Sun, 14 Feb 2021 at 19:14, IOhannes m zmölnig wrote:
> On 2/14/21 5:49 PM, Csaba Láng wrote:
> > I used pix_snap before for correction but it was a hand made correction,
> > while with the shader I can make it automatic and more accurate.Can it be
> > this too
On 2/14/21 5:49 PM, Csaba Láng wrote:
I used pix_snap before for correction but it was a hand made correction,
while with the shader I can make it automatic and more accurate.Can it be
this too (shader and Gem) somehow connected?
[glsl_program] + ([glsl_fragment], [glsl_vertex], ...)?
fgmasr
I used pix_snap before for correction but it was a hand made correction,
while with the shader I can make it automatic and more accurate.Can it be
this too (shader and Gem) somehow connected?
On Sun, Feb 14, 2021 at 5:46 PM cyrille henry wrote:
> hello,
> have a look at pix_snap
> (be aware
hello,
have a look at pix_snap
(be aware that this is a relatively slow process)
cheers
C
Le 14/02/2021 à 17:29, Csaba Láng a écrit :
Dear List,
I am using a camera with a fisheye lens for motion detection.
The distortion had to be corrected with a shader (method from Matlab) but now I
need
Hello,
just have a look in the online version http://www.pd-tutorial.com/
In http://www.pd-tutorial.com/english/ch02.html#chapt2.1.1 there is a link:
"You should build the sample patches yourself in Pd. This first-hand
experience will help solidify the concepts presented. Starting in
Chapter
Greetings,
Would anyone know where to find the tutorial files for the book LOADBANG, by
Johannes Kreidler ?
If so, please, kindly give me some information.
Thank you all in advance.
Best wishes.
Ivan
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Thanks for continuing to maintain these externals! I use them pretty
regularly, great stuff.
On Mon, Feb 8, 2021 at 7:33 AM Eric Lyon wrote:
> Greetings,
>
> I'm pleased to announce that FFTease 3.0 is now available for Pd. Based on
> a project started in 1999 by Christopher Penrose and myself,
you mean to show the dropdown under the selected item, probably
repeating it? Is there a "common" software where I could see the
behaviour?
Is there a common software where I don't see that behaviour?
https://en.wikipedia.org/wiki/Drop-down_list
I don't think it is such a big deal that we
yes, that is a problem. It can be minimized according to the creation
order, but from empiric experience in my clicktracker I have 2 dropdown
menus very near to other menus and gui elements, which don't get
clicked. Somehow that works fine there. I could try to find out why and
add it to the
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