Re: [GEM-dev] AVFoundation status

2014-02-24 Thread Chris Clepper
Don't worry, in a couple of years or less the AVFoundation will be dead and
you will have the pleasure of writing it all again from scratch.  And it
will be much less reliable and lower performing to boot.  Apple can never
leave well enough alone!


On Mon, Feb 24, 2014 at 9:58 AM, Dan Wilcox danomat...@gmail.com wrote:

 Howdy all,

 I have filmAVFoundation basically written. It loads in Pd-0.45-4 64bit,
 but I haven't tested it yet. I decided to go with AVFoundation when my
 first attempt using QTKit resulted in plenty of compiler deprecation
 warnings. It turns out QTKit is deprecated in Mac OSX 10.9 and will
 disappear in the next release or two.

 I've updated the build system to handle the ObjC files and it appears to
 be working, although I did some quick hacks to remove the quicktime
 checking so I'll need to clean that up before I push nay of the code to
 Github.

 
 Dan Wilcox
 @danomatika
 danomatika.com
 robotcowboy.com






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Re: [GEM-dev] pix_set new features

2012-12-11 Thread chris clepper
On Tue, Dec 11, 2012 at 1:48 PM, IOhannes m zmölnig zmoel...@iem.at wrote:



 one could provide helper-functions to easily convert a given ROI/pix to
 absolute coordinates on the C++ layer, if you care about the programming
 overhead.
 the computational overhead is small enough.


It should be easy enough to do this on the patcher level with pix_info,
pix_film outlet etc. right?
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Re: [GEM-dev] Different Alpha Blending Methods in Alpha Object

2012-11-22 Thread chris clepper
I really thought Jamie added all of that a long time ago.  I know I had
versions with all (or most) of the blend modes.  Obviously, shaders make it
kind of obsolete, so I probably never used the modes after 2006 or so.

On Thu, Nov 22, 2012 at 7:45 AM, Cyrille Henry c...@chnry.net wrote:



 Le 21/11/2012 15:02, Jack a écrit :

  Le 20/11/2012 18:52, Santi a écrit :

 Hello,

 i don't know if this is the right place to write, sorry if don't.

 I'm working in a project with PD/Gem and i need more blending methods
 than the original Alpha object has. I've modified slightliy the file
 alpha.cpp (see atachment) and recompiled Gem. Simply i've add the different
 OpenGL blending mehods to the switch in the function funmess(). Some are
 working in mi system (Debian Wheezy), others are the same output than
 GL_ONE. I like specially GL_ONE_MINUS_SRC_COLOR, it doesn't saturate the
 bright pixels like GL_ONE_MINUS_SRC_ALPHA does.

 My question: Is there any reason to not include different alpha blending
 methods? the modification i've made is very simple and obvious, so i'm
 thinking about why not had made before... do i have lost something?

 Regards and sorry for my english...

 Santi Noreña


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 Hello,

 You can use the object [GEMglBlendFunc].

 yes, but i don't see any reason not to include it in the alpha object.
 cheers
 c

  ++

 Jack





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Re: [GEM-dev] [ pd-gem-Bugs-3517368 ] gem 0.93 does not play .mpg files on Mac OS X

2012-10-23 Thread chris clepper
On Tue, Oct 23, 2012 at 10:44 AM, Hans-Christoph Steiner h...@at.or.atwrote:



 You've captured the problem with Apple these days in a nutshell.  Seems
 like
 they are going Final Cut X on everything, or worse: its all about selling
 stuff in iTunes, and everything takes a back seat to that.

 After using NeXTSTEP/Mac OS X as my primary OS since 1995 (I was that weird
 guy with a NeXTSTEP/i386 box at work in 1998), I will never upgrade past
 Mac
 OS X 10.6, and these days I'm in Linux Mint 80-90% of the time.

 But ultimately, while I'm sad to see NeXTSTEP end like this, I'm happy
 Apple
 is going this route because that means they will drive away the people with
 skills, and send them to free software :)  I'm planning on getting
 involved in
 etoile/GNUstep to help build a better NeXTSTEP that is also free.


Not to get too sidetracked, but it was the Nexties that killed off
Quicktime because they did not understand the  first thing about media
arts.  After the Jobs/Next reverse takeover of Apple the shift was from art
to industrial design (and consumer marketing).  It was a constant source of
frustration for the people working on what was previously Apple's core
market.  I heard repeatedly from those people at Apple that 'management
doesn't get art'.
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Re: [GEM-dev] new libraries on Mac OS X

2012-10-16 Thread Chris Clepper


On Oct 16, 2012, at 12:05 PM, Hans-Christoph Steiner h...@at.or.at wrote:

 Ok, all of these are installed except for freeglut.  Let me know if you
 think freeglut should also be there.  Mac OS X does seem to come with
 its own glut.

Sure it does it's part of standard opengl


 .hc
 
 
 
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Re: [GEM-dev] any word on the Mac OS X 1 frame video bug

2012-09-21 Thread chris clepper
Quicktime always reports MPEG-1 as a single frame movie, so that's unlikely
to change.  Are videos other than MPEG-1 not playing?

On Fri, Sep 21, 2012 at 11:40 AM, Hans-Christoph Steiner h...@at.or.atwrote:


 There is an outstanding bug where many videos don't play with Gem.  Right
 now, this bug in Gem is the only thing holding back the final release of
 Pd-extended 0.43.1.


 http://sourceforge.net/tracker/?func=detailaid=3517368group_id=64325atid=507079

 Is there a fix for it that I can include in the Gem version included in
 Pd-extended 0.43.1 (the most recent Gem release).

 .hc
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Re: [GEM-dev] Problem with glitching on OS X at high frame rates

2012-07-17 Thread chris clepper
On Tue, Jul 17, 2012 at 5:09 PM, Jack j...@rybn.org wrote:



 If you have Gem at 100 fps and you screen at 60 fps, you should
 encounter a problem of sync at a certain moment, no ? If not, can you
 explain more ?
 Maybe the best is when you have Gem fps as a multiple of your screen fps ?
 Thanx for the rest of explanation.
 ++


The GPU has at least two buffers for drawing to screen.  The back buffer is
where all of the rendering is done and the front (or display) buffer just
gets a copy of the back buffer at a specified interval.  The idea is that
rendering can take a long time while a copy cant be done quickly (GPU VRAM
copies are insanely fast now), so you can take almost all of the render
time to draw the frame then swap buffers at the last instant and then go
back to rendering.

I initially set the OSX version of GEM to VBL sync to remove the 'tearing'
artifacts that horribly plagued other software (Nato advertised it as a
feature).  I wanted smooth HD video regardless of GEM render rate and used
VBL sync and async texturing to do it (this also ended up in the VLC GL
rendering code on OSX that I advised on a long time ago).

Using VBL sync will only flip the back buffer to the front at 60 fps.  It
should be possible to feed GL and the GPU more data than the 60 FPS you
need but it might not be displayed.  Or maybe the results will be
indeterminate?  It could be back to the tearing issue if the back buffer is
partially filled at swap time.

I used to know all of the guys who wrote the Mac drivers and made the ATI
chips, but we have all gone on to other things, so I can't get a definitive
answer right now.
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Re: [GEM-dev] Problem with glitching on OS X at high frame rates

2012-07-17 Thread chris clepper
On Tue, Jul 17, 2012 at 5:35 PM, Cyrille Henry c...@chnry.net wrote:



 if you ask Gem to render at 100Fps, you'll have a new image 10ms after
 last render.
 if your screen is rendering at 60fps, it ask for 16.6 ms between 2 images.
 so, after having render a frame, gem will wait for the scren 6.6ms on
 average. everything will be hang during this 6ms.
 pd time will desincronize from real time.
 that's why the clock from this pd can not be used to compute audio.
 but since pd timing is more than 6ms acurate, you can be certain that
 every computed frame will be rendered for 16.6ms
 So this result on using a timing based on the screen.
 you can use this pd the send bang to an other pd that compute the sound.


There could be locks on the back buffer when using VBL sync that would
prevent anything more frequent than 1/VBLrate to actually render into it.
 So you might have a situation like this:

render 10ms wait 6.6ms render 3.4ms render 10ms wait 3.3ms to get two
frames.  As I wrote previously, I used to know who to ask to get the actual
answer to this, which was great because the GPU people are really secretive
about their black boxes.
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Re: [GEM-dev] Problem with glitching on OS X at high frame rates

2012-07-17 Thread chris clepper
On Tue, Jul 17, 2012 at 5:59 PM, Cyrille Henry c...@chnry.net wrote:

 oh, on linux you can't render faster than the screen.
 i supposed that it was the same on osX, but i'm may be wrong.
 if you can render faster than the screen, then the proposed solution will
 not work, and i have no other solution, and no explanation for the problem.


GEM is certainly sending the GL commands at whatever rate you set, but I
honestly don't know for sure what happens in the GL driver and on the GPU
when setting the GEM frame rate higher than VBL sync.  Maybe the extra
rendering commands are ignored or maybe not.
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Re: [GEM-dev] vertex operations / vertex_* (prev.. gem port to opengl-es - initial developments..)

2012-02-06 Thread chris clepper
Go ahead and remove it.  It was abandoned when it became clear the VBO
option with shaders is the better solution.

On Mon, Feb 6, 2012 at 8:35 AM, IOhannes m zmoelnig zmoel...@iem.at wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 2012-02-04 17:23, dmotd wrote:
  it makes sense to resurrect some of vertex_* code and clean it up,
  although i'm a little hesitant about working with it directly as it has

 personally i would like to get rid of it entirely - i simply haven't had
 the heart yet to do so...

 i think a simpler approach is taken using the new [gemvertexbuffer]
 object (by cyrille and antoine), which basically allows to use a table
 as VBO input.
 shouldn't that be enough for your needs?
 most Geos could be implemented as an abstraction based on
 [gemvertexbuffer] (who's first?)

 fgmadsr
 IOhannes
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.11 (GNU/Linux)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

 iEYEARECAAYFAk8v1wEACgkQkX2Xpv6ydvSG9wCfXLMG58NwJCVEumrpuDVzzBgC
 fkUAnjlVVK07gTQKmanSSrSURqqMNE4b
 =xrgn
 -END PGP SIGNATURE-


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Re: [GEM-dev] Frame rate on MacOsX

2011-11-21 Thread chris clepper
GEM is synced to the VBL of the display which is 60Hz.  I can't remember if
I put a VBL sync disable message in the gemwin code or not.

On Mon, Nov 21, 2011 at 1:53 PM, Jack j...@rybn.org wrote:

 Hello,

 I am working on an installation on MacOsX.6.7 with Pd-extended 0.42.5 and
 Gem 0.92.3 (compiled Sep 22 2010).
 The graphic card is a ATI Radeon HD 5770.
 On this environment, i can't get a stable frame rate. With [gemwin 50], i
 get sometimes with the abstraction [realFPS] : 60 fps (strange no ?) then 5
 seconds after 40 fps. Even when the scene is the same.
 How can i obtain 60 fps when it is write [gemhead 50] ?
 Someone has a similar problem ?
 How can I fix it ?
 Thanx.
 ++

 Jack



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Re: [GEM-dev] film/video not working on OSX (was Re: videoKINECT plugin for pix_video)

2011-04-06 Thread chris clepper
I just tried the nightly from 4/1/11 and it looks like the problem is
pix_texture.  The movie was playing judging by the change in CPU load.
Also, I could load one image with pix_image, but after that texturing went
awry.

On Wed, Apr 6, 2011 at 4:01 PM, Hans-Christoph Steiner h...@at.or.atwrote:


 On Apr 6, 2011, at 3:32 PM, IOhannes m zmoelnig wrote:

  -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 2011-03-26 12:40, Matthias Neuenhofer wrote:


  what does not working mean (apart from 'not working')?


 pix_film reports correct size and length on loading and


 i understand that this means, that [pix_film] reports everything right,
 and still does not display an image

  pix_video turn the internal isight on but the texture stay white.


 (it's a bit unclear whether those are 2 separate sentences or not)

 in any case: i downloaded the latest build of Pd-extended for OSX, and
 haven't seen any problems with loading a test movie.
 i also compiled a recent svn version of Gem with plugin support on OSX,
 and the test movie showed nicely.

 i now just realized that the latest Pd-extended seems to be some
 stable thing, as it contains Gem-0.92.1. downloads take forever, so i
 can only try a 20110406-macosx104 version tomorrow.

 i was not able to test [pix_video], as my powerbook does not have a
 built-in camera.

 ah yes: OSX/10.5.8, G4


 Here's the bug report:

 https://sourceforge.net/tracker/?func=detailaid=3277839group_id=64325atid=507079

 .hc



 

 If you are not part of the solution, you are part of the problem.



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Re: [GEM-dev] videoKINECT plugin for pix_video

2011-03-22 Thread chris clepper
On Tue, Mar 22, 2011 at 9:26 AM, Hans-Christoph Steiner h...@at.or.atwrote:



 Yes, it would be nice to have [pix_video] work with the Kinect, but right
 now the plugins stuff is not fully done yet, and people want to work with
 the Kinect now. I tried to get stuff building using the Gem build system,
 but I couldn't get it going, so I just made a Makefile which seems to work.
  For one, it seems to depend on automake-1.11, which is not always easily
 available.  I see no reason why the Gem plugins can work for automake-1.9 or
 even earlier, its not a complicated build.


On the Mac and Windows the proper way to do this is to make Quicktime
components or DirectShow filters so any application can use the device.
 Writing specific app level code for every random video device is a waste of
time.
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Re: [GEM-dev] [pix_video] osx (fwd)

2011-02-14 Thread chris clepper
The messages are different on OSX because devices can and do have multiple
inputs.  Selecting a 'device' only is not enough information to tell the
driver of something like a Blackmagic Intensity card so you need to add an
'input' message as well.

On Mon, Feb 14, 2011 at 9:47 AM, Mathieu Bouchard ma...@artengine.cawrote:


 -- Forwarded message --
 Date: Mon, 14 Feb 2011 08:43:11 -0500 (EST)
 From: Mathieu Bouchard ma...@artengine.ca
 To: IOhannes m zmoelnig zmoel...@iem.at
 Subject: [pix_video] osx

 Did you know that in gem 92, the device method of [pix_video] seems to
 have no effect ? I had to use two [pix_video] : one to force opening of the
 first camera, and one to get the other first remaining camera. It looks
 really weird.

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Re: [GEM-dev] [pix_video] osx (fwd)

2011-02-14 Thread chris clepper
Many video capture devices have multiple physical inputs and some
manufacturers use and input to set things like PAL/NTSC or colorspace or
even resolution.  The only way to really figure it out is with the 'dialog'
window.  It is kind of a pain to configure certain devices and some of the
pix_videoDarwin code contains workarounds so I could do plug and play
installations all over the world.

I thought I added this to a help file long ago in a Mac specific subpatch.
Maybe not.

On Mon, Feb 14, 2011 at 12:56 PM, Mathieu Bouchard ma...@artengine.cawrote:

 On Mon, 14 Feb 2011, chris clepper wrote:

  The messages are different on OSX because devices can and do have multiple
 inputs.  Selecting a 'device' only is not enough information to tell the
 driver of something like a Blackmagic Intensity card so you need to add an
 'input' message as well.


 ah, an input method is indeed defined in pix_videoDarwin.cpp, but it is
 not mentioned in pix_video-help.pd (of gem 92), and I have no hint that
 something is to be done.

 This behaviour of device is also contrary to [pix_video]'s
 construction-time behaviour of pick the first video stream we can find.

 I'm all in favour of a more manual camera control (so that the user chooses
 whether to open a camera at all), I'm just pointing out that
 device/input doesn't seem to be very consistent with [pix_video]'s
 defaults.

 BTW, which devices have several inputs on them, in a way that counts as
 input here (and not multiple devices) ? I'm curious.


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Re: [GEM-dev] AA with shader

2011-01-27 Thread chris clepper
Jack

You could try a shader that does edge detection and above a certain
threshold apply a simple blur.  That should give some sort of AA.  A more
complex version could adjust the blur based on how strong the edge is.

Chris

On Tue, Jan 25, 2011 at 6:34 PM, Jack j...@rybn.org wrote:

 I know, this is not a specific GEM problem.
 I would like to get the render (started with only geos) from the
 [gemframebuffer] anti-aliased. And I was wondering if someone has worked
 on a shader to get this effect and if this person would like to share
 his shader or to help in development ?
 Thanx.
 ++

 Jack




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Re: [GEM-dev] QTKit instead of Quicktime for 10.6?

2009-12-13 Thread chris clepper
It won't make GEM 64 bit because the OpenGL window code is all Carbon.
Plus, Quicktime is far from 64 bit clean - there isn't a 64 bit Final Cut
Pro for example.  Apple has completely fucked up Quicktime, and they don't
seem to have a clue as to how to fix it.

I do plan on adding some CoreVideo code to pix_movie/film at some point,
which should help compatibility.

On Sun, Dec 13, 2009 at 1:56 PM, Hans-Christoph Steiner h...@at.or.atwrote:


 It seems that Apple has a similar API to Quicktime called QTKit that is
 64-bit compatible.  Would this work for Gem?

 http://lists.apple.com/archives/quicktime-api/2009/Sep/msg00021.html

 .hc





 

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Re: [GEM-dev] Way to get gemframebuffer back onto main memory for pix_ operations?

2009-11-27 Thread chris clepper
Ben

This would be a good use for a shader.  Much faster to do that way and a
good way to get into GLSL too.

On Thu, Nov 26, 2009 at 9:51 PM, b...@ekran.org b...@ekran.org wrote:

  Hey all,

 I'm rendering data into a framebuffer, but want to be able to pix_add that
 texture with a live video input.

 How can I get a gemframebuffer image from texture space into pix_ space???

 Thanks,
 B. Bogart

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Re: [GEM-dev] Depth Of Field

2009-11-09 Thread chris clepper
This can be done with a shader and a framebuffer.  The gemwin is not the way
to do it because it knows nothing of the geometry being rendered elsewhere
in a patch.

On Mon, Nov 9, 2009 at 6:43 AM, Pierre pie...@314r.net wrote:

 Hi,
 Something I would add to G.E.M. is the Depth Of Field effect.
 Someone asked this last year on pd-list without succes/response :
 http://lists.puredata.info/pipermail/pd-list/2008-10/065649.html

 Adding something like a 'focus' parameter to [gemwin] would be very nice.
 Maybe it could be done using GLSL or [GEMglAccum] (*) but, until now, all
 my searches and tests have failed...

 Any ideas on how to do that ?
 I can code a bit a opengl/c, but I have poor skills...
 So any help, link or idea is welcome !

 Best regards,
 Pierre

 (*) http://www.opengl.org/sdk/docs/man/xhtml/glAccum.xml
 (*) http://www.opengl.org/resources/code/samples/redbook/dof.c



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Re: [GEM-dev] Playing HDV video with frame accurate seeking on Linux

2009-08-25 Thread chris clepper
On Tue, Aug 25, 2009 at 5:02 PM, B. Bogart b...@ekran.org wrote:

 One thing that is clear is that the CPU overhead is too high, but the
 disk usage very very low. I'd rather balance things out to use more disk
 IO to save decoding cycles.


That is the key to all codecs.  Uncompressed doesn't require CPU to decode
but the disk requirements can be very high.  Delivery codecs like MPEG and
H.264 are the reverse situation.

Use a JPEG based or professional capture codec like DVC whenever possible.
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Re: [GEM-dev] problem to play movies at normal speed with GEM objects

2009-08-15 Thread chris clepper
On Sat, Aug 15, 2009 at 6:25 PM, Jack j...@rybn.org wrote:

 So the comportment is the same under GEM ?


It really depends on the OS and API used to decode the video.  Quicktime has
similar performance using either Motion or Photo JPEG, and ffmpeg treats
them equally well in Windows using FFDShow.  I don't know if libquicktime is
handling these codecs on Linux or not.



 But it is better to use Photo-JPEG for scratch video for example
 (sending a float in the second inlet) ?


Use Photo-JPEG for non-interlaced sources and Motion for interlaced.  Or
deinterlace before converting to Photo.
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