• rep

    try to place your 2 spheres in 2 differents [gemhead],
    or use [separator. In your example you apply 2 differents rotations (one after the other) to 1 gemhead, so the 'glitch' effect

    posted in pixel# read more
  • rep

    for easy to use "shadertoy glsl" to "gem glsl" you can use theses examples here :
    https://github.com/danomatika/BangYourHead/tree/master/7.Graphics/10.Shaders/2.ShaderToy

    basically you have to copy/paste this glsl header code to be compliant with gem :

    /////////////////////////start Pd Header
    // 2015 Sofy Yuditskaya
    // put all the shadertoy constants here for ease of use
    
    uniform vec3      iResolution;           // viewport resolution (in pixels)
    uniform float     iGlobalTime;           // shader playback time (in seconds)
    uniform float     iTimeDelta;            // render time (in seconds)
    uniform int       iFrame;                // shader playback frame
    uniform float     iChannelTime[4];       // channel playback time (in seconds)
    uniform vec3      iChannelResolution[4]; // channel resolution (in pixels)
    uniform vec4      iMouse;                // mouse pixel coords. xy: current (if MLB down), zw: click
    
    // changed samplerXX to sampler2D so it would be recognized, you can also change it to samplerCube as needed
    
    uniform sampler2D iChannel0;          // input channel. XX = 2D/Cube
    uniform sampler2D iChannel1;          // input channel. XX = 2D/Cube
    uniform sampler2D iChannel2;          // input channel. XX = 2D/Cube
    uniform sampler2D iChannel3;          // input channel. XX = 2D/Cube
    
    uniform vec4      iDate;                 // (year, month, day, time in seconds)
    uniform float     iSampleRate;           // sound sample rate (i.e., 44100)
    
    void mainImage(out vec4 fragColor, in vec2 fragCoord);
    
    // changelog for Pd:
    //running mainImage() from main()
    // declared Shadertoy's usual variables above
    // declared iChannel0...3 variables individually
    
    void main(  )
    {
        mainImage(gl_FragColor, gl_FragCoord.xy);
    }
    //paste ShaderToy code below
    /////////////////////////end Pd Header
    

    posted in pixel# read more
  • rep

    Works with Pd 0.43.1extended-20110908, G.E.M. 0.93 svn (8 sept too), and natty x86_64.
    You did it guido ! Bravo !
    And thanks for commenting your code, it help.
    Also : it seems that switching masks doesnt work well, only the depth buffer works, I have this warning :

    0(12) : warning C7532: global type sampler2DRect requires "#version 140" or later
    0(12) : warning C0000: ... or #extension GL_ARB_texture_rectangle : enable
    0(31) : warning C7531: global function texture2DRect requires "#extension GL_ARB_texture_rectangle : enable" before use
    

    But it may be my fault as I compiled GEM from svn on x86_64, and I'm not sure about gem's compilation options.

    posted in pixel# read more
  • rep

    Great ! the dof effect on the video looks very nice, very good job !

    posted in pixel# read more
  • rep

    with this command :
    nm -go Gem.pd_linux | grep ' T ' | grep 'setup' | grep -v '_ZN' | sed -e 's/Gem.pd_linux:...................//' | sed -e 's/_setup//'

    It seems that I get all the objects produced by GEM

    for more infos (in french) :
    http://codelab.fr/2455

    posted in pixel# read more
  • rep

    Nice thread ! I'm also curious about how to blur specific shapes in G.E.M., my goal is to provide a simple 'depth of field' effect, a kind of blur based on zbuffer.
    The 2 solutions I see for now :

    • repeat shapes (with [until] or glsl), because once repeated a lot forms could seems to be 'blurred', and more the form is far from the point of view more the shape is repeated
      see Gem/examples/10.glsl/10.geometry.pd or Gem/examples/02.advanced/20.double-gemhead_vs_repeat.pd

    • render a scene to a framebuffer, blur specific parts of the frame with a shader, based on zbuffer...

    posted in pixel# read more
  • rep

    Hi, nice patch !
    I think it could be very nice to use texture displacements to animate the thing... ( [pix_coordinate] may do it ? )
    for pix_multiimage you can have a look at the attached file...

    http://www.pdpatchrepo.info/hurleur/pixel.zip

    posted in pixel# read more
  • rep

    waaahh nice work and very nice 303 patch !
    thanks for sharing this!

    posted in patch~ read more
  • rep

    hi, i think you have to try others/differents codecs, i don't know with windows what is the best choice, but under linux i usually use MJPEG codec...

    posted in pixel# read more
  • rep

    send the message [dimen 400 300< (for example) to the [gemwin] object before creating the window...
    see the help file for [gemwin] and clic on [pd window property]

    posted in pixel# read more
  • rep

    open the help browser : /examples/GEM/09.openGL/
    you'll see somes examples,

    the GL_* objects come from the opengl wrapper include in gem so yes i think you will have to learn opengl to be able to use the opengl objects...

    posted in pixel# read more
  • rep

    @ClaudiusMaximus said:

    I patched my Pd to print out all classes created, here's what Gem provides (current CVS version compiled on Linux with most options enabled)

    hi ClaudiusMaximus, could you tell us how to patch pd to have this kind of "-verbose" thing ?
    thx

    posted in pixel# read more
  • rep

    @nay said:

    Does anyone have any experience playing back professional HD quality vid in PD?

    i don't have any experience about playing HD videos, but i often create big GEM windows (3072x768px) for audio/visual live shows, and it is really good (never under 30fps). I know your problem is very different of what im talking about, but if you can provide some samples videos at the resolution you talk about i can give it a try and report the tests, (linux/pd-extended/last GEM/geforce 7700)...

    posted in pixel# read more
  • rep

    you can find almost all of the gem objects in Help -> Browser -> 5.references -> Gem

    posted in pixel# read more
  • rep

    the easy way is to use [alpha] in your gem chain with tiff images containing an alpha channel.
    you will also find help in /exemples/gem/04.pix/15.pix_alpha.pd

    posted in pixel# read more
  • rep

    for now multiple windows with gem is experimental :
    http://puredata.info/dev/gemwiki/MultipleWindows
    more infos here :
    http://lists.puredata.info/pipermail/gem-dev/2006-10/002387.html
    i never tried to use multiple windows myself, but i've use [pix_preview] which works fine under linux, you will find it here :
    http://artefacte.org/pd/
    (and the other externals/objects on these page are great too)

    posted in pixel# read more
  • rep

    hello, you can ask as well Paris Treantafeles :
    http://www.parisgraphics.com/
    he as done somes nice '8 bits style' videos :

    posted in pixel# read more
  • rep

    yeah nice patch hardoff!
    i like the fact that it is simple, and fun, to play with
    thanks for sharing!

    posted in patch~ read more
  • rep

    [arraysize] do it :
    http://pure-data.sourceforge.net/old/documentation.php#arraysize

    but you can also change the size of an array with the [resize< message at loading time...

    posted in technical issues read more
  • rep

    • right click on the slider
    • choose 'properties'
    • in the properties window, set the left/right values as you want

    posted in patch~ read more
Internal error.

Oops! Looks like something went wrong!