Em ter., 16 de fev. de 2021 às 00:17, Alexandre Torres Porres <
por...@gmail.com> escreveu:
> what I see it happens now is that both need to to click back on the pd
> canvas window before you can click on bangs and stuff.
>
for the record, I didn't see this issue with ceammc's [ui.menu]
>
Em seg., 15 de fev. de 2021 às 20:27, Roman Haefeli
escreveu:
> On Sat, 2021-02-13 at 19:47 -0300, Alexandre Torres Porres wrote:
> > what about the compiled externals?
>
> I only tried [flatgui/popup] and [tof/menubutton]. The former looks tk-
> ish and also expands over the patch canvas, which
On Sat, 2021-02-13 at 19:47 -0300, Alexandre Torres Porres wrote:
> what about the compiled externals?
I only tried [flatgui/popup] and [tof/menubutton]. The former looks tk-
ish and also expands over the patch canvas, which is good for large
item lists. It's not very customizable, though.
Sorry, I overlooked this!
Thanks!
Em seg., 15 de fev. de 2021 às 19:45, IOhannes m zmölnig
escreveu:
> On 2/15/21 11:19 PM, Pedro Alexandre de Araújo Gomes Lapido Loureiro wrote:
> > Hi
> >
> > I'm using Pd version 0.51.4 and Windows 10.
> > When I create a number object, I'm unable to enter a
On 2/15/21 11:19 PM, Pedro Alexandre de Araújo Gomes Lapido Loureiro wrote:
Hi
I'm using Pd version 0.51.4 and Windows 10.
When I create a number object, I'm unable to enter a value using the
keyboard. It's only possible using ctrl + mouse left button.
Pd is a "modal" program that has two
Hi
I'm using Pd version 0.51.4 and Windows 10.
When I create a number object, I'm unable to enter a value using the
keyboard. It's only possible using ctrl + mouse left button.
Thanks
Cheers
Pedro
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On Mon, 2021-02-15 at 22:29 +0100, João Pais wrote:
> send [font x 100 100( to any canvas in your patch. The arguments are
> the font menu parameters.
Nice! Thank you very much.
Roman
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send [font x 100 100( to any canvas in your patch. The arguments are the
font menu parameters.
Am 15.02.2021 um 22:05 schrieb Roman Haefeli:
Hi
Is it possible to dynamically set the font size of a patch?
Thanks,
Roman
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Hi
Is it possible to dynamically set the font size of a patch?
Thanks,
Roman
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Snap a render scene as a texture, [gemframebuffer] is the way to go (for
me).
You render your scene as usual, just replace the [gemhead] with :
[gemhead]
|
[gemframebuffer]
|
[translateXYZ 0 0 -4]
|
...
hop, you can grap the scene below [translateXYZ 0 0 -4] as a texture
with the right outlet of
should we open a new category there ?
or maybe that already exists and i missed it ?
anybody else on this list that has some GEM shaders to share ?
lot's have already been send on this list!
i will recheck the archives.
still, i think a central spot on the web containing GEM-ready shaders
Le 15/02/2021 à 10:46, oliver a écrit :
cyrille henry wrote:
What I understand from the original question was how to feed an image generated
with a shader to pix_movement.
So one need an image, not a texture.
I'm afraid pix_snap is the only solution.
on a more general note:
it would be
you can replace [pix_draw] with [pix_texture] and [rectangle 16 9]
But I don't think I understand the question.
cheers
c
Le 15/02/2021 à 10:44, Csaba Láng a écrit :
I am totally lost, I attach my shader and the patch which I made the screenshot
of at the beginning of this thread.
Could
cyrille henry wrote:
What I understand from the original question was how to feed an image
generated with a shader to pix_movement.
So one need an image, not a texture.
I'm afraid pix_snap is the only solution.
on a more general note:
it would be great to have something like a public
I am totally lost, I attach my shader and the patch which I made the
screenshot of at the beginning of this thread.
Could someone show me how to achieve the texture on a rectangle 16 9 so I
can rotate and crop it and not only as a mask, as it is now in the patch.
Probably totally easy just cannot
(resend with correct subject line)
> On Feb 15, 2021, at 10:18 AM, Dan Wilcox wrote:
>
>
>> so, for a first attempt, I'd tell linux users only to "hey, install this
>> yourselves", they'll even be happy :)
>
> Yes. This is simpler by far.
>
> Note: it was suggested in another mail to use the
> so, for a first attempt, I'd tell linux users only to "hey, install this
> yourselves", they'll even be happy :)
Yes. This is simpler by far.
Note: it was suggested in another mail to use the PdFontLoader which is a
workaround for loading local fonts on Windows. This would work for within a
> yeah, rich text and multiple fonts would be nice to design documentation, but
> something related to this is happening, where if you have unicode glyphs
> installed in your system, Pd seems to find them even though they're not in
> DJVSM
I think this is covered by font caching. The system
What I understand from the original question was how to feed an image generated
with a shader to pix_movement.
So one need an image, not a texture.
I'm afraid pix_snap is the only solution.
Cheers
c
Le 15/02/2021 à 08:39, IOhannes m zmoelnig a écrit :
On 2/14/21 9:52 PM, Miller Puckette via
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