[PD] PdDroidParty v97 release
Hi, v97 includes the following internals emulated (not feature complete but the basics work): comment, numberbox, numberbox2, sliders, toggle, bang, canvas. The following special abstractions are also natively emulated on the device. You can find out more about these in droidparty-abstractions/_OVERVIEW.pd: [wordbutton] - It's like a bang, but on the device it is a box with a word in it. [numberbox] - It's like a numberbox, but on the device it stretches to fit a rectangle. (better layout). [taplist] - Lets the user tap through a list of symbols/floats to select one. [touch] - Kaospad style 2d touch surface. [menubang] - Puts an entry into the application menu which sends a bang when he user selects it. Optional icon is called menubang-.png where is the name of your menubang. [loadsave] - Wraps an openpanel/savepanel type of interface into a single abstraction that lets the user specify or choose filenames on Android (works well with sssad). http://mccormick.cx/projects/PdDroidParty/ Cheers, Chris. --- http://mccormick.cx ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Gem / glsl_fragment
On 24.07.2011 17:35, cyrille henry wrote: Hello, First, let's try to have the example to work. did you have any error when clicking on the "load shader" bang on the 1st example (01.simple texture)? nop. no errors, but apparantly no shaders, also there. the only error i can get is with print from [glsl_program], "no GLSL-program linked". for multi texture example, see example 5... doh! thanks for pointing me there, though. ;) ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] non real-time (r)FFT patch/object?
Ok, sorry.. just found it.. Em 24/07/11 12:32, padovani escreveu: Hi, Is there a non signal version of rfft~? An object or a patch that performs "faster than real-time" real FFT? (so that one can load the spectral data of a audio file to an array instantly) thanks -- http://zepadovani.info ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Gem / glsl_fragment
Hello, First, let's try to have the example to work. did you have any error when clicking on the "load shader" bang on the 1st example (01.simple texture)? for multi texture example, see example 5... Cyrille Le 24/07/2011 17:05, u...@xdv.org a écrit : hey there, i'm trying to implement a "hard-light" blending mode, as described on between two textures using a glsl fragment shader. it's compiling, linking and running fine in ShaderMaker. when i try to load it with [glsl_fragment] i don't seem to be getting an ID on the right outlet though. it never changes from [ 0] which i take to mean "failure in some way". the same happens, by the way, with the shaders, both vertex and fragment, that come in example/data. a print message on glsl_fragment produces: [glsl_fragment]: [glsl_fragment]: MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048 [glsl_fragment]: MAX_TEXTURE_COORDS: 8 [glsl_fragment]: MAX_TEXTURE_IMAGE_UNITS: 32 seems to be telling me, glsl support is acknowledged to be there. i'm running: pd-0.42.5-extended my gem version is: 0.92.3 on x86_64 ubuntu 10.10 with corporate nvidia driver, version: 260.19.44 any ideas anyone? and then i have another question: if i manage to run the shader, how would i throw the two textures to their respective 2Dsamplers in there? prefix [pix_dump] output with the samplers name? thanks+ciao, ub ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
[PD] non real-time (r)FFT patch/object?
Hi, Is there a non signal version of rfft~? An object or a patch that performs "faster than real-time" real FFT? (so that one can load the spectral data of a audio file to an array instantly) thanks -- http://zepadovani.info ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
[PD] Gem / glsl_fragment
hey there, i'm trying to implement a "hard-light" blending mode, as described on between two textures using a glsl fragment shader. it's compiling, linking and running fine in ShaderMaker. when i try to load it with [glsl_fragment] i don't seem to be getting an ID on the right outlet though. it never changes from [ 0] which i take to mean "failure in some way". the same happens, by the way, with the shaders, both vertex and fragment, that come in example/data. a print message on glsl_fragment produces: [glsl_fragment]: [glsl_fragment]: MAX_FRAGMENT_UNIFORM_COMPONENTS: 2048 [glsl_fragment]: MAX_TEXTURE_COORDS: 8 [glsl_fragment]: MAX_TEXTURE_IMAGE_UNITS: 32 seems to be telling me, glsl support is acknowledged to be there. i'm running: pd-0.42.5-extended my gem version is: 0.92.3 on x86_64 ubuntu 10.10 with corporate nvidia driver, version: 260.19.44 any ideas anyone? and then i have another question: if i manage to run the shader, how would i throw the two textures to their respective 2Dsamplers in there? prefix [pix_dump] output with the samplers name? thanks+ciao, ub ___ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list