[PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
hello cyrille

thank you. [any] was what i was looking for. it can store a gem-pointer.
but as you mentioned it doesn't work when delayed.

putting this in the render chain works and gives the expected result:

[t b b a]
| //
[any  ]

but this makes pd/gem completely stuck:

[t b b a]
|   |   |
|  [del 10] |  
| //
[any  ]

as you said, this is obviously the wrong approach. but my problem
persists. unfortunately i can't see the design of gem behind the
objects. so i wonder if there is still a solution.

i might be wrong but in my eyes it doesn't make sense to do all the work
that could be done in 50ms in only 1.45ms. the problem i have with my
gem patch (and probably other gem-patches have as well) is that during
one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
dsp-cycle there is no work to be done. 

how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
along with that? are there other ways to optimize?

roman 

On Wed, 2007-02-28 at 00:43 +0100, cyrille henry wrote:
 to store gem pointer, you can use the any object.
 but if you want to render primitive when gem does not expect it (like sprend 
 in the 50ms as you explain), you can't expect it to render anything.
 in the better case, it will not crash.
 
 cyrille
 
 
 Roman Haefeli a écrit :
  hi all
  
  it's a known trick to use [repeat] from zexy in a gem render chain to
  produce funny effects and to multiply the rendering of the attached
  objects. 
  the problem i have here, is that i use a [repeat] with a very high
  iteration number (1000). after the [repeat 1000] some stuff is
  calculated and read from tables and then sent to gem-objects on each
  iteration. this works well, but on each render-cycle i get a short
  dropout. i use the default framerate of 20, that should make 50ms per
  frame, but with [realtime] i measure around 70ms. i could live with
  that, but i thought that this could be optimized. 
  it's the concept of pd, that when a message is triggered, it gets
  completely processed in the same dsp-cycle. but when working with gem,
  this makes absolutely no sense, since the time between each render cycle
  is much higher (50ms in my case). that's why i wanted to build a slow
  repeat with [until] and [list], so that i can spread the 1000 iterations
  over the whole 50ms. unfortunately it is not possible to store a gem
  pointer with [list]. when i connect a [gemhead] to the right inlet of a
  [list] and turn rendering on, pd immediately crashes (at least here, i
  didn't test on other computers).  
  i tried also to bang 'manually' the [gemhead] instead, but then the
  iterations don't have any effect (no objects are multiplied).
  
  is there any way to store a gem pointer? or is there another way of
  producing slow repeats of a gem pointer?
  
  any help appreciated!
  
  roman
  
  
  
  
  
  
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[PD] PDContainer complains about missing h_multiset_setup()

2007-02-28 Thread Frank Barknecht
Hi,

I'm trying to install a new PDContainer, however while building goes
fine, loading it makes Pd complain: 

/usr/lib/pd/externs/PDContainer.pd_linux:
/usr/lib/pd/externs/PDContainer.pd_linux: undefined symbol
: _Z16h_multiset_setupv

This symbol is: 
$ c++filt _Z16h_multiset_setupv
h_multiset_setup()

Any ideas? The source looks okay to my eyes. This is on Debian testing using
g++ (GCC) 4.0.3.

$ ldd /usr/lib/pd/externs/PDContainer.pd_linux
linux-gate.so.1 =  (0xe000)
libstdc++.so.6 = /usr/lib/libstdc++.so.6 (0xb7dc5000)
libm.so.6 = /lib/tls/libm.so.6 (0xb7da)
libc.so.6 = /lib/tls/libc.so.6 (0xb7c6e000)
libgcc_s.so.1 = /lib/libgcc_s.so.1 (0xb7c63000)
/lib/ld-linux.so.2 (0x8000)

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] PDContainer complains about missing h_multiset_setup()

2007-02-28 Thread Frank Barknecht
Hallo,
Frank Barknecht hat gesagt: // Frank Barknecht wrote:

 Any ideas? The source looks okay to my eyes. This is on Debian testing using
 g++ (GCC) 4.0.3.

It's the same with this:
g++ (GCC) 4.1.2 20061115 (prerelease) (Debian 4.1.1-21)

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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Re: [PD] PDContainer complains about missing h_multiset_setup()

2007-02-28 Thread Frank Barknecht
Hallo,
Frank Barknecht hat gesagt: // Frank Barknecht wrote:

 Frank Barknecht hat gesagt: // Frank Barknecht wrote:
 
  Any ideas? The source looks okay to my eyes. 

More info: This doesn't seem to be related to just multiset. If I
uncomment the multiset code, the setup for h_set is not found, and
if I remove that as well, the same happens with other setup-functions.

Ciao
-- 
 Frank Barknecht _ __footils.org_ __goto10.org__

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[PD] Tower of Hanoi

2007-02-28 Thread Steffen

Hey list,

I've toyed with an implementation of a solution to the Tower of Hanoi  
problem in Pd. It ended up being too simple once i skipped trying to  
use the recursive algorithm that normally is used to solve the  
problem. Instead i've used an iterative algorithm that uses a binary  
representation of each move, and from that the disk number being  
moved, from where it's moved and where to, is fairly simply  
calculations using the bitwise operators that ships with Pd ( - which  
I thought i was gonna implement that first, but no).


See for example the wikipedia entry on the topic for more info.

Attached is the patch, made as an abstraction, and a help file that  
demonstrate it.


Any comment is very welcome!

Best, Steffen



hanoi.pd
Description: Binary data


hanoi-help.pd
Description: Binary data



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Re: [PD] Tower of Hanoi

2007-02-28 Thread hard off
will have a look now, but wikipedia says it takes 561 billion years to
get a solution.

you may never see me again!

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[PD] retrieving DIO errors from within a patch

2007-02-28 Thread Matthias Blau
Hi list,

I wonder whether it is possible to retrieve information about DIO errors 
(specifically, AD/DA sync errors) from within a patch? If so, can this 
be made in one and the same way for different OSs?

Thanks for suggestions,
Matthias

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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread cyrille henry



Frank Barknecht a écrit :

Hallo,
cyrille henry hat gesagt: // cyrille henry wrote:


don't forget you can optimized your patch with GEMglGenList / GEMglNewList etc 
in order to create a display list so that you patch could resume in :

repeat 1000
[
GEMglCallList


I've never hear of this optimization, do you have an example for it?


here is an exemple that iohannes send to the list time ago.

it should be use like a normal primitive.

cyrille



Ciao
#N canvas 232 98 791 542 10;
#X obj 37 279 inlet gemlist;
#X obj 37 384 outlet gemlist;
#X obj 419 180 inlet size;
#X obj 505 180 inlet slice;
#N canvas 0 0 450 300 closedcylinder 0;
#X obj 37 9 inlet gemlist;
#X obj 301 73 loadbang;
#X obj 37 112 cylinder;
#X obj 290 30 inlet size;
#X obj 376 30 inlet slice;
#X obj 261 118 f \$1;
#X obj 347 119 f \$2;
#X obj 301 92 t b b;
#X obj 135 93 t f f f;
#X obj 110 118 t f f f;
#X obj 168 118 t f f;
#X obj 37 246 disk 1;
#X obj 37 199 disk 1;
#X obj 185 72 t f f;
#X obj 152 47 t f f;
#X obj 37 173 translate 1 0 0 1;
#X obj 37 223 translate 1 0 0 -2;
#X obj 261 141 t f f;
#X obj 261 161  0;
#X obj 261 181 select 1;
#X obj 261 200 f;
#X obj 347 141 t f f;
#X obj 347 161  0;
#X obj 347 181 select 1;
#X obj 347 200 f;
#X connect 0 0 2 0;
#X connect 1 0 7 0;
#X connect 2 0 15 0;
#X connect 3 0 20 0;
#X connect 4 0 24 0;
#X connect 5 0 17 0;
#X connect 6 0 21 0;
#X connect 7 0 5 0;
#X connect 7 1 6 0;
#X connect 8 0 2 1;
#X connect 8 1 9 0;
#X connect 8 2 10 0;
#X connect 9 0 15 1;
#X connect 9 1 16 1;
#X connect 10 0 12 1;
#X connect 10 1 11 1;
#X connect 12 0 16 0;
#X connect 13 0 12 2;
#X connect 13 1 11 2;
#X connect 14 0 2 2;
#X connect 14 1 13 0;
#X connect 15 0 12 0;
#X connect 16 0 11 0;
#X connect 17 0 18 0;
#X connect 17 1 20 1;
#X connect 18 0 19 0;
#X connect 19 0 20 0;
#X connect 20 0 8 0;
#X connect 21 0 22 0;
#X connect 21 1 24 1;
#X connect 22 0 23 0;
#X connect 23 0 24 0;
#X connect 24 0 14 0;
#X restore 186 467 pd closedcylinder;
#X obj 186 221 GEMglGenLists 1;
#X obj 156 398 GEMglNewList;
#X obj 37 322 GEMglCallList;
#N canvas 0 0 450 300 once 0;
#X obj 91 62 inlet;
#X obj 91 266 outlet;
#X obj 91 150 spigot 1;
#X obj 91 175 t a b;
#X msg 121 197 0;
#X obj 298 57 inlet open;
#X obj 298 92 t b;
#X msg 142 128 1;
#X connect 0 0 2 0;
#X connect 2 0 3 0;
#X connect 3 0 1 0;
#X connect 3 1 4 0;
#X connect 4 0 2 1;
#X connect 5 0 6 0;
#X connect 6 0 7 0;
#X connect 7 0 2 1;
#X restore 186 199 pd once;
#N canvas 0 0 450 300 once 0;
#X obj 91 62 inlet;
#X obj 91 266 outlet;
#X obj 91 150 spigot 1;
#X obj 91 175 t a b;
#X msg 121 197 0;
#X obj 298 57 inlet open;
#X obj 298 92 t b;
#X msg 142 128 1;
#X connect 0 0 2 0;
#X connect 2 0 3 0;
#X connect 3 0 1 0;
#X connect 3 1 4 0;
#X connect 4 0 2 1;
#X connect 5 0 6 0;
#X connect 6 0 7 0;
#X connect 7 0 2 1;
#X restore 156 372 pd once;
#X obj 419 201 t b f;
#X obj 505 202 t b f;
#X obj 235 354 loadbang;
#X obj 235 373 GLdefine GL_COMPILE;
#X msg 230 178 bang;
#X obj 156 488 GEMglEndList;
#X obj 156 425 t a a;
#X obj 186 446 separator;
#X obj 156 113 gemhead 1;
#X obj 316 267 t b;
#X obj 156 138 t a a;
#X obj 286 241 t f b;
#X obj 165 268 t f f;
#X msg 305 343 bang;
#N canvas 0 0 450 300 closedcylinder 0;
#X obj 37 9 inlet gemlist;
#X obj 37 274 outlet gemlist;
#X obj 301 73 loadbang;
#X obj 37 112 cylinder;
#X obj 290 30 inlet size;
#X obj 376 30 inlet slice;
#X obj 261 118 f \$1;
#X obj 347 119 f \$2;
#X obj 301 92 t b b;
#X obj 135 93 t f f f;
#X obj 110 118 t f f f;
#X obj 168 118 t f f;
#X obj 67 246 disk 1;
#X obj 67 199 disk 1;
#X obj 185 72 t f f;
#X obj 152 47 t f f;
#X obj 37 131 t a a;
#X obj 67 151 separator;
#X obj 67 173 translate 1 0 0 1;
#X obj 67 223 translate 1 0 0 -2;
#X obj 261 141 t f f;
#X obj 261 161  0;
#X obj 261 181 select 1;
#X obj 261 200 f;
#X obj 347 141 t f f;
#X obj 347 161  0;
#X obj 347 181 select 1;
#X obj 347 200 f;
#X connect 0 0 3 0;
#X connect 2 0 8 0;
#X connect 3 0 16 0;
#X connect 4 0 23 0;
#X connect 5 0 27 0;
#X connect 6 0 20 0;
#X connect 7 0 24 0;
#X connect 8 0 6 0;
#X connect 8 1 7 0;
#X connect 9 0 3 1;
#X connect 9 1 10 0;
#X connect 9 2 11 0;
#X connect 10 0 18 1;
#X connect 10 1 19 1;
#X connect 11 0 13 1;
#X connect 11 1 12 1;
#X connect 13 0 19 0;
#X connect 14 0 13 2;
#X connect 14 1 12 2;
#X connect 15 0 3 2;
#X connect 15 1 14 0;
#X connect 16 0 1 0;
#X connect 16 1 17 0;
#X connect 17 0 18 0;
#X connect 18 0 13 0;
#X connect 19 0 12 0;
#X connect 20 0 21 0;
#X connect 20 1 23 1;
#X connect 21 0 22 0;
#X connect 22 0 23 0;
#X connect 23 0 9 0;
#X connect 24 0 25 0;
#X connect 24 1 27 1;
#X connect 25 0 26 0;
#X connect 26 0 27 0;
#X connect 27 0 15 0;
#X restore 469 494 pd closedcylinder;
#X text 346 477 this is a version without the openGL-wrapper;
#X text 360 491 it is slower::;
#X text 48 21 this is an example of how to use Gem's openGL-wrapper-objects
to speed up things;
#X connect 0 0 7 0;
#X connect 2 0 10 0;
#X connect 3 0 11 0;
#X connect 5 1 21 0;
#X connect 6 0 16 0;
#X connect 7 0 1 0;
#X 

Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread cyrille henry


cyrille henry a écrit :
 hello,
 

 
 anyway, if you wish to draw 1000 primitive,( with a well optimized patch,) 
 the only thing you need is a good graphic card.
 

btw.
http://nusmuk.free.fr/fleur/
some of those got more than 200 000 cube, (render at 1 fps for the slower).

patch to make this is almost the LS demo patch i send to this list few time ago.

ok, i don't make sound with those, but a good graphic card really improve 
processing speed.

cyrille

 
 
 don't forget you can optimized your patch with GEMglGenList / GEMglNewList 
 etc in order to create a display list so that you patch could resume in :
 
 repeat 1000
 [
 GEMglCallList
 
 
 cyrille
 
 Roman Haefeli a écrit :
 hello cyrille

 thank you. [any] was what i was looking for. it can store a gem-pointer.
 but as you mentioned it doesn't work when delayed.

 putting this in the render chain works and gives the expected result:

 [t b b a]
 | //
 [any  ]

 but this makes pd/gem completely stuck:

 [t b b a]
 |   |   |
 |  [del 10] |  
 | //
 [any  ]

 as you said, this is obviously the wrong approach. but my problem
 persists. unfortunately i can't see the design of gem behind the
 objects. so i wonder if there is still a solution.

 i might be wrong but in my eyes it doesn't make sense to do all the work
 that could be done in 50ms in only 1.45ms. the problem i have with my
 gem patch (and probably other gem-patches have as well) is that during
 one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
 dsp-cycle there is no work to be done. 

 how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
 along with that? are there other ways to optimize?

 roman 

 On Wed, 2007-02-28 at 00:43 +0100, cyrille henry wrote:
 to store gem pointer, you can use the any object.
 but if you want to render primitive when gem does not expect it (like 
 sprend in the 50ms as you explain), you can't expect it to render anything.
 in the better case, it will not crash.

 cyrille


 Roman Haefeli a écrit :
 hi all

 it's a known trick to use [repeat] from zexy in a gem render chain to
 produce funny effects and to multiply the rendering of the attached
 objects. 
 the problem i have here, is that i use a [repeat] with a very high
 iteration number (1000). after the [repeat 1000] some stuff is
 calculated and read from tables and then sent to gem-objects on each
 iteration. this works well, but on each render-cycle i get a short
 dropout. i use the default framerate of 20, that should make 50ms per
 frame, but with [realtime] i measure around 70ms. i could live with
 that, but i thought that this could be optimized. 
 it's the concept of pd, that when a message is triggered, it gets
 completely processed in the same dsp-cycle. but when working with gem,
 this makes absolutely no sense, since the time between each render cycle
 is much higher (50ms in my case). that's why i wanted to build a slow
 repeat with [until] and [list], so that i can spread the 1000 iterations
 over the whole 50ms. unfortunately it is not possible to store a gem
 pointer with [list]. when i connect a [gemhead] to the right inlet of a
 [list] and turn rendering on, pd immediately crashes (at least here, i
 didn't test on other computers).  
 i tried also to bang 'manually' the [gemhead] instead, but then the
 iterations don't have any effect (no objects are multiplied).

 is there any way to store a gem pointer? or is there another way of
 producing slow repeats of a gem pointer?

 any help appreciated!

 roman






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[PD] strange behavior of splitfilename

2007-02-28 Thread Matthias Blau

Hi list,

in the attached patch I supply a filename from savepanel to 
splitfilename. This works as expected *except* if I happen to choose 
decay as filename, in which case pd crashes.

Any help?

By the way, there doesn't seem to be a help file for splitfilename.


Thanks, Matthias
#N canvas 0 0 288 305 10;
#X obj 63 138 savepanel;
#X obj 63 111 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#X obj 63 171 splitfilename .;
#X obj 63 199 print;
#X obj 163 199 print;
#X connect 0 0 2 0;
#X connect 1 0 0 0;
#X connect 2 0 3 0;
#X connect 2 1 4 0;
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Re: [PD] a little pitchshifter

2007-02-28 Thread Thomas Mayer
robbert van hulzen wrote:
 well then, thanks for doing my homework! ;)
 nice one. (i like how it gives a kind of flanger effect on the drum loop i
 tried it with, almost more like a filter, because of the high noise portion
 of the signal, i suppose.)
 cheers, robbert

The patch is just a little dirty hack with looping a 10 ms long sample
(or cutting off a bit when pitching down). It would be better to do that
with Fourier transformation, but I am too
stupid^H^H^H^H^H^H^inexperienced to do that in Pd ;)

cu Thomas
-- 
Prisons are needed only to provide the illusion that courts and police
are effective. They're a kind of job insurance.
(Leto II. in: Frank Herbert, God Emperor of Dune)
http://thomas.dergrossebruder.org/

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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread Roman Haefeli
hi IOhannes

On Wed, 2007-02-28 at 14:46 +0100, IOhannes m zmoelnig wrote:
 Roman Haefeli wrote:
  hello cyrille
  
  thank you. [any] was what i was looking for. it can store a gem-pointer.
  but as you mentioned it doesn't work when delayed.
  
  putting this in the render chain works and gives the expected result:
  
  [t b b a]
  | //
  [any  ]
  
  but this makes pd/gem completely stuck:
  
  [t b b a]
  |   |   |
  |  [del 10] |  
  | //
  [any  ]
  
  as you said, this is obviously the wrong approach. but my problem
  persists. unfortunately i can't see the design of gem behind the
  objects. so i wonder if there is still a solution.
 
 this is not a question of the design of Gem but of openGL.
 for most objects (but the pix_ stuff), Gem directly communicates with
 the underlying openGL-infrastructure.
 for this to work, one must get hold of the openGL context.
 using delayed gem-messages, the openGL-context will most likely be
 grabbed by another application.
 
  
  i might be wrong but in my eyes it doesn't make sense to do all the work
  that could be done in 50ms in only 1.45ms. the problem i have with my
  gem patch (and probably other gem-patches have as well) is that during
  one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
  dsp-cycle there is no work to be done. 
 
 on the long run i have plans to put the rendering into a separate
 thread. however, don't expect it too soon.

hm... i am bit unsure now. chris clepper said in his previous mail, that
gem rendering is not bound to the dsp-ticks. but when you say, that
threading would help in this case, does that mean, the rendering _is_
bound to the dsp-ticks? do i understand something wrong?

 
  how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
  along with that? are there other ways to optimize?
 
 2 ways:
 - use longer audio buffers (e.g. 100ms)

for some reason, it doesn't help here. it's not the audio i care about,
but that timing is lost and the desired frameperiod grows to 70ms. and
what is most surprising here, sometimes i close the patch i am working
on and open it again and start rendering and for some unexplainable
reason: frameperiod is 50ms. this is with the same patch with the same
gem-objects in gemwin.

 - use 2 instances of pd: one for audio and one for video; one of them
 (or a third one) is master and controls the rest.

yeah, when i want to do audio at the same time, i'll do that. 

roman



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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread Roman Haefeli
On Wed, 2007-02-28 at 17:15 +0100, cyrille henry wrote:
 
 btw.
 http://nusmuk.free.fr/fleur/
 some of those got more than 200 000 cube, (render at 1 fps for the slower).

hey, soo nice pictures. do you have also a movie of them? wonderfull to
see what is possible with gem.

roman

 patch to make this is almost the LS demo patch i send to this list few time 
 ago.
 
 ok, i don't make sound with those, but a good graphic card really improve 
 processing speed.
 
 cyrille




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Re: [PD] Tower of Hanoi

2007-02-28 Thread Steffen

On 28/02/2007, at 13.32, hard off wrote:

 will have a look now, but wikipedia says it takes 561 billion years to
 get a solution.

 you may never see me again!

Yes, if you set it up with 64 disks and 1 sec. delay between each  
move...

Hope you come back.

Best, Steffen

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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread cyrille henry


Roman Haefeli a écrit :
 On Wed, 2007-02-28 at 17:15 +0100, cyrille henry wrote:
 btw.
 http://nusmuk.free.fr/fleur/
 some of those got more than 200 000 cube, (render at 1 fps for the slower).
 
 hey, soo nice pictures. do you have also a movie of them?
no, they did not really move.

thanks
c

 wonderfull to
 see what is possible with gem.
 
 roman
 
 patch to make this is almost the LS demo patch i send to this list few time 
 ago.

 ok, i don't make sound with those, but a good graphic card really improve 
 processing speed.

 cyrille
 
 
 
   
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[PD] small set of vector transforming abstractions

2007-02-28 Thread Roman Haefeli
hi all

during my trials with gem i made a little set of abstractions, that
hopefully could be usefull when dealing with vectors. at least they have
been for me.

the set contains:

[v_+]   : adds two vectors
[v_-]   : subtracts a vector from another
[v_scale]   : scales a vector
[v_mag] : outputs the magnitude of a vector
[v_normalize]   : normalizes a vector (so that its magnitude becomes 1)
[v_x]   : computes the cross product of two vectors
[v_rotate]  : rotates a vector around another

let me know if you miss something or if you find it not useable at all.

it can be downloaded from here:
http://romanhaefeli.net/pd/v_abstractions.tar.gz

roman






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Re: [PD] spread Gem-computation over several dsp-cycles (?)

2007-02-28 Thread Chris McCormick
On Wed, Feb 28, 2007 at 05:15:32PM +0100, cyrille henry wrote:
 anyway, if you wish to draw 1000 primitive,( with a well optimized patch,) 
 the only thing you need is a good graphic card.
 
 btw.
 http://nusmuk.free.fr/fleur/
 some of those got more than 200 000 cube, (render at 1 fps for the slower).

Awesome!!!

Chris.

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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
as always: i forgot the attachment

On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
 On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
  
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
 
 oops. ok
  
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
 
 anyway, i get dropouts when doing gem-rendering, although 'top' tells me
 that pd uses only 20% cpu-time. i don't care much about the audio (as
 IOhannes mentioned, i could run two instances of pd). the problem is
 that the timing is not nice. i'd like to run the patch with 20 frames
 per second. but in praxis each cycle needs 70ms, which gives me a
 framerate of 14. 
 
 is my gpu too slow? what happens, when the gpu is overloaded? can that
 cause pd to stuck?
 
 i attached a little gem-benchmark-test. although you say, gem doesn't
 use the dsp-clock, it takes much longer to compute the first block after
 a gem-rendering command. why is that? 
 and: here on my system, the [realtime] measures up to 70ms, when i go
 over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
 stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
 that? here on my system, cpu-time used by pd is always 20%.
 
 sorry to ask you so much.. but i try to understand things a bit
 better...
 
 roman
 
 
 
 
 
 
 
 
 
   
   
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#X text 55 17 - rendering on/off;
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#X connect 1 0 2 0;
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Re: [PD] [Gem] angles - vector translation

2007-02-28 Thread Patco

patrick a écrit :

i agree!

i tried the patch for multiple points of views (camera). it's really 
neat! but would it be possible to translate (moving) the camera position 
from point 1 to point 2. maybe with an ease-in / out or elastic effect 
(using msd or pmpd?!?).


pat



Hans-Christoph Steiner a écrit :
  

It would be very nice to have these bundled up into a reusable library.  I 
think the view changing with the mouse should be a standard setup when working 
with Gem.

.hc



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Hello, you can still put a [line] for switching smoothly from a view to 
another, like in attached patch, or put the tgrill smoother instead of 
[line]:


[inlet]
|
[sig~][r $0-smoothing]
| |
[lop~ 0.8]
|
| [metro 15]
| /
[snapshot~]
|
[outlet]

patco
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1;
#X obj 101 28 sel 

Re: [PD] [PD-announce] KnobsAndSlidersDS

2007-02-28 Thread Chris McCormick
On Wed, Feb 28, 2007 at 08:39:46AM +0100, Frank Barknecht wrote:
 I thought about this a bit more: Maybe it would be sufficient if the
 hit area of the slider's bar would be a bid bigger. Jump also
 probably is cool. But I'm not sure if it really would good if the
 movement wouldn't stop when the stylus leaves the slider area. 

The double negatives in this sentence are confusing me. :) I think what
you mean is if the stylus is moving outside of the slider area, there
will be no effect on the slider. I think that's probably a good idea as
long as it doesn't let go of the slider. So if you move back inside
the area, it will continue to have an effect.

   And then I didn't really figure out how the knobs should be used. I
  
  They work by pressing down and then moving left or right. I guess I
  should make this more intuitive. Do you have any suggestions?
 
 Ah, I thought, movement was either radial or up/down. I didn't even
 try left/right. It would be interesting to test radial movement. On a
 computer screen this is horrible of course, but it may work on a
 touchscreen, see above.

Radial movement could be pretty neat. I can put in up/down quite easily,
but radial would be a bit more complex (but I will probably try it
eventually).

 Another widget idea: Multisliders or [table] would be cool.

That would be cool! I also think a number box would be great, and a
general 'button' like a bang in Pd, and text/comments of some kind. My
progress implementing these will probably be quite slow, but I need all
these things before the end of the year, so I'll try to release early,
release often.

Best,

Chris.

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Re: [PD] pd39.2 test 7 - text objects ++

2007-02-28 Thread Hans-Christoph Steiner

Complete, parsable documentation sounds good.  Wanna help? :)

.hc

On Feb 27, 2007, at 9:38 AM, Kyle Klipowicz wrote:

 All of this confusion really enforces to me the importance of using
 separate external objects rather than libraries. Either that, or more
 complete, parseable documentation.

 ~Kyle

 On 2/27/07, cyrille henry [EMAIL PROTECTED] wrote:
 line3 is in nusmuk folder, it is not related to any lib.

 hope that help
 cyrille

 IOhannes m zmoelnig a écrit :
 timon wrote:
 Ive got

 cyclone
 zexy
 list-abs
 mapping
 iemlib
 hid
 activated.
 Same libs activated in the latest release
 but the below objects are now broken.


 Alternate - broken
 line3 - broken
 randomF - broken
 invert - broken

 this _might_ relate to markEx (even though the markEx objects are  
 called
 [alternate] and [tripleLine]).

 obviously markEx is not loaded, so this might be your problem  
 (markEx
 used to be part of Gem in the golden days, but is no longer)


 remote - broken
 ascseq - broken

 at least these objects are not in Gem/markEx, zexy, list-abs and  
 iemlib.


 Which libs?  I don't know the story on any of these.

 if you still have your old pd-extended version lying around (the one
 where these objects do work), you could start that one and open the
 help-patches for the borken objects.
 both the content of the help-patches and the full path of these  
 might
 reveal which libraries they belong to.


 mfga.dr
 IOhannes

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Re: [PD] fn delete

2007-02-28 Thread Hans-Christoph Steiner

AFAIK, all key mapping is done in pd.tk (aka u_main.tk).  But that  
doesn't mean that it's simple to track down.  That's part of what  
need fixing ;).

Look for all the bind statements in pd.tk.  Part of the problem is  
that Pd turns off a lot of the default Tcl/Tk bindings, which is  
probably the cause behind the problem that started this thread.

.hc

On Feb 28, 2007, at 4:01 AM, Luke Iannini (pd) wrote:
 I had a look with no prior knowledge of Tcl/Tk... I have no idea where
 the Delete message is being intercepted.  It is not in pd.tk,
 afaict; it looks like it is being caught and told to send keycode 8
 (backspace).  I was able to change BackSpace's keycode  successfully
 (e.g. to a . character) but changes to the Delete keycode still show
 up as the box.  Strangely, the Delete keysym shows up in the console
 if you uncomment the debug code at the top of the proc, so I'm not
 sure where this is getting messed up (I found no other references in
 pd.tk).

 So, hope that confuses someone.

 Does anyone know if windows can be set to fill while resizing in
 Tcl/Tk?  I've had a look around and can't find anything, and all other
 Tk apps I've tried in OS X have the same transparent frame/Windows
 95/OS 9 style resize, so I assume that is a no.

 Yeah, the key mappings are a mess in Pd.  It's all handled in Tcl.
 This needs a clean-up on all platforms.  Anyone want to try?

 .hc

 On Feb 27, 2007, at 2:25 PM, marius schebella wrote:

 Hi,
 speaking about annoying things so much leads me to post another
 problem,
 that fn + delete, which usually deletes the character right of the
 cursor on osx, does not work in pd. there appears a funny rectangle
 character. maybe this one is easier to solve?
 I also had that problem on some linux machines, btw. whereas on
 windows
 it was not possible at all to delete what is right of the cursor,  
 if I
 remember correctly.
 marius.

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[PD] GEM : fx to make persons appear only when they move

2007-02-28 Thread ---------------[O:O]---------------
Hi list,

I' trying to make an effect on a live camera feed with GEM for an 
installation in which only persons who move appear on a kind of video 
mirror, as chameleonTv of effecTv 
(http://effectv.sourceforge.net/chameleon.html)
I tryed severals ways :
  with pix_background and pix_blob, modulating the alpha value of the 
rectangle on which the video is textured in function of the quantity of 
movement but if one person moves, everybody appears.
  with pix_multiblob and combination of pix_image pix_rectangle and 
pix_mask, the [pix_multiblob 2] seems to eat all the processor, even if 
I [pix_resize 320 240] the image before the multiblob.
  accumulating many (25) pix_movement and using the result by 
pix_masking it with  the live feed dig a hole in the person that moves a 
little. Maybe I did not the average of alpha channel of the 25 
previous frame as I thought, due to the fact that pix_movement works on 
the previous frame ?
is there a better way with opengl instructions ? I tryed to look in that 
direction but I didn't manage yet to find  how to analyze and affect the 
pixels of a live feed
thanks for any advice
benjamin



for the tech note : the video feed is from a PCI capture card 
(AlchemyTv) connected in s-video to a dv camera with [pix_video 720 576] 
on a G5 10.4 Pd ext7,
for the first trial, I manage to mix this video feed with another DV 
camera connected in firewire, putting into a buffer an image background, 
filling and playing another buffer with PAL images, and playing a non 
compressed video of the same size   output on a second screen 
800x600, with all that, the motion capture was really fast, only 40% of 
the proc used, it was really impressive (and stable), great dev work, thks



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Re: [PD] small set of vector transforming abstractions

2007-02-28 Thread Kyle Klipowicz
How convenient to be having linear algebra AND complex math in the
same week! (Now for how they are related...)

More like this, please!!!

~Kyle

On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
 hi all

 during my trials with gem i made a little set of abstractions, that
 hopefully could be usefull when dealing with vectors. at least they have
 been for me.

 the set contains:

 [v_+]   : adds two vectors
 [v_-]   : subtracts a vector from another
 [v_scale]   : scales a vector
 [v_mag] : outputs the magnitude of a vector
 [v_normalize]   : normalizes a vector (so that its magnitude becomes 1)
 [v_x]   : computes the cross product of two vectors
 [v_rotate]  : rotates a vector around another

 let me know if you miss something or if you find it not useable at all.

 it can be downloaded from here:
 http://romanhaefeli.net/pd/v_abstractions.tar.gz

 roman






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Re: [PD] Google Summer of Code WIKI

2007-02-28 Thread Georg Holzmann
Hallo!

 Well, I guess updating PdVST is a little bit too small ...
   
 not if done correctly, it should be portable, support multiple plugin 
 formats (ladsa, dx, vst), etc.  would be a really good summer project.

you are right ... but aren't there already hosts for all the plugins ?

 i am unable... i removed PdVST from the short list, Pluggo4PD is 
 probably a better descriptor, but now there is no little ? to click on.

strange ;) ... I changed it to PluggoPD, now it's possible again ... it 
seems that for the wiki there should be no numbers in the names ...

LG
Georg

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