Re: [PD] Building externals on OSX

2013-10-27 Thread Hans-Christoph Steiner

On Oct 22, 2013, at 2:52 PM, Dan Wilcox wrote:

> 
> On Oct 22, 2013, at 1:07 PM, pd-list-requ...@iem.at wrote:
> 
>> From: Jonathan Wilkes 
>> Subject: Re: [PD] Building externals on OSX
>> Date: October 22, 2013 1:14:41 PM EDT
>> To: pd-list@iem.at
>> 
>> On 10/21/2013 09:38 PM, Dan Wilcox wrote:
>>> Errr. That's not so easy. You need the 10.5 SDK which you can only get with 
>>> a *really* old version of Xcode which you probably can't install on 
>>> anything newer than OSX 10.6. It's possible to put older SDK's themselves 
>>> into the "right place" but, for something as old as the 10.5 SDK, it may 
>>> not even work anymore. The only reliabel way to use an old machine with 
>>> 10.5 or 10.6 and an old version of Xcode, probably Xcode 3.something.
>>> 
>>> IMHO, at this point, it's best to drop support for PPC for new versions of 
>>> pd. The *vast vast vast* majority of OSX users have moved on at this point.
>> 
>> Just to make sure I understand: if someone has an old PPC Mac, they cannot
>> run stuff compiled for i386 or x86_64.  There is no compatibility-mode or 
>> anything
>> they can use to run the software.  Is this correct?
> 
> Yes. It's a different instruction set and Rosetta, the PCC compatibility 
> layer, won't run an OSX 10.7+.
> 
>> Also, do you have any references for the claim that the vast majority of OSX
>> users have moved away from PPC?
> 
> http://update.omnigroup.com/ (Hardware / CPU type): Intel 97.8% PPC 2.2%
> 
> https://www.adium.im/sparkle/ (CPU type): Intel 97.83% PPC 2.71%
> 
>> I find Jobs' claim that Apple doesn't ship
>> junk to generally be true, and combined with their development model the
>> unfortunate result would seem to be that poor people still using their once
>> sleek and sexy devices are ignored along with their now ugly, unprofitable
>> devices.
> 
> Well, those "sleek and sexy" PPC devices were last made & sold in 2005, so 
> it's not a surprise the vast majority of people using OSX have Intel machines 
> mainly because software developers (& the OS) have moved on to 32 bit and now 
> 64 bit intel years ago.
> 
> Your political bias notwithstanding (I say use what works for you), I have a 
> 4 year old Apple laptop that still does everything I need with the latest 
> version of OSX and I plan to upgrade to OSX Mavericks when it comes out. 
> That's pretty good, as I had a job when I bought it and I am currently an 
> unemployed artist working on his thesis right now, so it's good this "sleek 
> and sexy device" is not yet an "ugly, unprofitable" one. As with anything, 
> not everyone buys the newest one every iteration and I can say, without any 
> hardware issues whatsoever so far, I got what I paid for.
> 
> In any case, I've long thought of helping with the OSX compatibility for Pd 
> (updating GEM to Cocoa/64 bit for instance) but I honestly don't have the 
> time or support right now. Maybe next spring I can do a "reverse kickstarter"?
> 


Pd could definitely use help on Mac OS X.  Especially since I've switched to 
Linux Mint as my desktop OS.

.hc


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Re: [PD] pd-extended in raspbian repo's

2013-10-27 Thread Hans-Christoph Steiner

There is an RPi build in the apt.puredata.info repo.

.hc

On Oct 16, 2013, at 1:29 AM, Julian Brooks wrote:

> 'there' like in the raspbian repository (or did I dream it, or did I look in 
> the debian repo and conflate the two in my own addled mind?)
> 
> 
> On 15 October 2013 11:48, IOhannes m zmoelnig  wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA256
> 
> On 2013-10-15 07:07, Julian Brooks wrote:
> > Hey all,
> >
> > Last week I advised some pd-rpi beginners to d/l PdE from the
> > raspbian repo's but it seems to have disappeared (it was there when
> > I advised them).
> 
> where 'there'?
> 
> 
> dfsnadr
> IOhannes
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> Comment: Using GnuPG with Icedove - http://www.enigmail.net/
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> 
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Re: [PD] [WebPd] Status update

2013-10-27 Thread Hans-Christoph Steiner

Cool to see this progressing!

.hc

On Oct 23, 2013, at 10:23 AM, s p wrote:

> For those interested in WebPd, here is a short status update about the 
> project : http://funktion.fm/#post/webpd-refactor
> 
> Cheers!
> 
> -- 
> Sébastien Piquemal
> 
>  - @sebpiq
>  - http://github.com/sebpiq
>  - http://funktion.fm
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Re: [PD] Strip file name from path (alternative to [stripfilename])?

2013-10-27 Thread Antonio Roberts
Thanks, that worked perfectly! Much better than my solution of counting the
characters in the filename and subtracting it from the path with
stripfilename!


On 27 October 2013 20:21, peiman khosravi  wrote:

> Hello,
>
> Take a look at the externals 'basedir' (Moonix) and 'strippath' (zexy).
>
> Best,
> P
>
>
>
>
> *www.peimankhosravi.co.uk || RSS 
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>
>
> On 27 October 2013 19:56, Antonio Roberts wrote:
>
>> I want to be able to strip the file name from a path of a file opened via
>> [openpanel]. I've looked into using [stripfilename] but that'd only work if
>> the directory or file name length were the same in every situation.
>>
>> Can anyone help?
>>
>> Thanks
>>
>> --
>> 
>> anto...@hellocatfood.com
>> http://www.hellocatfood.com
>> 
>>
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>


-- 

anto...@hellocatfood.com
http://www.hellocatfood.com

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Re: [PD] Strip file name from path (alternative to [stripfilename])?

2013-10-27 Thread peiman khosravi
Hello,

Take a look at the externals 'basedir' (Moonix) and 'strippath' (zexy).

Best,
P




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On 27 October 2013 19:56, Antonio Roberts  wrote:

> I want to be able to strip the file name from a path of a file opened via
> [openpanel]. I've looked into using [stripfilename] but that'd only work if
> the directory or file name length were the same in every situation.
>
> Can anyone help?
>
> Thanks
>
> --
> 
> anto...@hellocatfood.com
> http://www.hellocatfood.com
> 
>
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[PD] Strip file name from path (alternative to [stripfilename])?

2013-10-27 Thread Antonio Roberts
I want to be able to strip the file name from a path of a file opened via
[openpanel]. I've looked into using [stripfilename] but that'd only work if
the directory or file name length were the same in every situation.

Can anyone help?

Thanks

-- 

anto...@hellocatfood.com
http://www.hellocatfood.com

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[PD] glsl and pmpd error

2013-10-27 Thread Marco Donnarumma
Hey all,

I'm successfully using [pix_shader] glsl stuff with geos and images, but
when I try to plug it to a pmpd patch Pd freezes and crashes with this
error:

Error in `pdextended': malloc(): corrupted unsorted chunks 2: 0x0a4c1740

The pmpd system is not too big, just about 2000 particles.

any hint?

thank you!

--
Marco Donnarumma
New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
Embodied Audio-Visual Interaction Research Team.
Department of Computing, Goldsmiths University of London
~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net
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Re: [PD] [GEM-dev] Oculus Rift distortion/support

2013-10-27 Thread Cyrille Henry

hello Michael,

i copy this mail to pd list, since it is of generic interest.


but first : did anyone have a working example of oculus rift in GEM?

Rendering on stereo is a nice idea, but as you noticed, in order to "sumarized" 
all the object it's easier to render in a framebuffer then distord this resulting image.

Ideally, you would use stereo parametter to render in a framebuffer, then 
render the framebuffer through a shader in the main windows (whitout stereo).
but i dont thing you can do that in Gem.


Here is how i would do it.
2 framebuffer, and an abstraction that render primitive in the 2 framebuffer.
then render this 2 framebuffer in the main windows with a shader, or merge this 
2 FB in a 3d one and render this last FB with the shader.

some things need to be adjusted (angle of view of the virtual cam / eyes 
distance /framebuffer size, etc).
and the shader has to be added...

Cheers
c

Le 26/10/2013 17:58, Michael Mihocic a écrit :

Hi Cyrille,

I am still working on the Oculus Rift implementation and I finally managed to 
get some basic knowledge with shaders. However, now I know how to use shaders 
in Gem and on my Windows OS and I already played around with simple barrrel 
distortion examples... Thank you again for your previous support!!

You proposed a solution (your Email below) how to implement the barrel 
distortion to our virtual world:
/"1st : left eye view without distortion, rendered in a frame buffer //
//2nd : right eye view (no distortion / framebuffer) //
//3rd : using the 2 previous texture and a shader, render the final image"/

I'm still having some questions:
1.) Our current world is using the gemwin "stereo" parameter to create 2 images 
(-> actually it is one Gem window, but we adjusted resolution and size to fit it to our 
old HMD and each eye can see only half of the image; see attachement).
I'm wondering if it possible to use just ONE shader to render the entire image 
in one step?? But I'm not sure if this is possible with texturing??
If not: Will I still be able to use the "stereo" parameter in gemwin??

2.) As you can see in my screenshot: our world consists of many objects (cubes, 
lines, fadecrosses, spheres, ...). How can I summarize those objects, before 
processing them? Do I need to use a gemframebuffer for every single object??

My plan is to finish in 1(-2) months. If everything is working, I will provide the 
example patch & shaders to the pd/Gem community.

Best regards, Michael


Our current view:


Desired Rift distortion:




 Original-Nachricht 
Betreff: Re: [GEM-dev] Oculus Rift distortion/support
Von: Cyrille Henry 
An: Michael Mihocic 
Kopie (CC): gem-...@iem.at
Datum: 25.07.2013 12:17

hello,

one have to use shader in order create the image distortion.

i think oculus should provide standard shader that you have to insert in your 
rendering process.

the only problem is that you have to do 2 rendering : one for each eye.
The best solution is to do a 3 pass rendering :
1st : left eye view without distortion, rendered in a frame buffer
2nd : right eye view (no distortion / framebuffer)
3rd : using the 2 previous texture and a shader, render the final image

cheers
c


Le 25/07/2013 12:04, Michael Mihocic a écrit :

Dear list,

we are using GEM with a head-mounted-display to present a virtual world to 
subjects performing acoustic localization experiments.

Now we plan to switch from our current HMD to Oculus Rift (an upcoming virtual 
reality head-mounted display). Therefore we need to modify our image and add 
(asymetric) barrel distortion to the represented image. (The image distortion 
is compensated by the lenses in Oculus Rift.)

My questions now:
- Is there an easy solution to implement barrel distortion to the rendered 
window in GEM?
- Does anybody of you already have some experience with GEM together with 
Oculus Rift?

Since attachments should be avoided in this list, I do not send any example 
pictures of the distortion or our current presented world. If you are 
interested you can either contact me and I can send you some screenshots, or 
you can google for example images/videos of Oculus Rift distortion.

Thanks in advance and best regards, Michael



--
Michael Mihocic
Psychoacoustics & Experimental Audiology
Acoustics Research Institute 
Austrian Academy Of Sciences 
Wohllebengasse 12-14 / 1
A-1040 Vienna, Austria
Tel: +43 (1) 51581 2515 (Office)
Tel: +43 (1) 51581 2525 (Lab)
Fax: +43 (1) 51581 2530
michael.miho...@oeaw.ac.at 




gemhead_rift.pd
Description: application/puredata


oculus_example.pd
Description: application/puredata
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[PD] tabread2~ noisy output

2013-10-27 Thread peiman khosravi
Attached is a simple patch that reads sound file data from an array with
tabread4~.

Does someone know why the result is so noisy? Please try with this sound
file (96k 24bit): https://dl.dropboxusercontent.com/u/47945259/test.aif.

It sounds like some sort of extreme quantisation noise. But maybe I've
missed something in the patch.

I'm on the latest version of pd vanilla on os x 10.7.5.

Many Thanks
Peiman


#N canvas 439 22 536 684 10;
#X obj 77 213 soundfiler;
#X obj 77 113 openpanel;
#X obj 62 414 *~;
#X obj -8 305 /;
#X obj 77 95 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1
-1;
#N canvas 0 22 450 278 (subpatch) 0;
#X array test_R 4e+06 float 2;
#X coords 0 1 4e+06 -1 200 140 1 0 0;
#X restore 214 -69 graph;
#X obj 59 549 dac~;
#X obj -8 368 phasor~;
#X obj 7 248 t b f;
#X msg 31 334 0;
#X obj -8 281 pack 96000 f;
#X obj 16 474 tabread4~ test_L;
#X obj 120 474 tabread4~ test_R;
#X msg 219 152 read -resize \$1 test_R;
#X msg 77 152 read -resize \$1 test_L;
#N canvas 0 22 450 278 (subpatch) 0;
#X array test_L 4e+06 float 2;
#X coords 0 1 4e+06 -1 200 140 1 0 0;
#X restore 8 -68 graph;
#X obj -8 343 * 0;
#X text 28 321 restart;
#X connect 0 0 2 1;
#X connect 0 0 8 0;
#X connect 1 0 14 0;
#X connect 1 0 13 0;
#X connect 2 0 11 0;
#X connect 2 0 12 0;
#X connect 3 0 16 0;
#X connect 4 0 1 0;
#X connect 7 0 2 0;
#X connect 8 0 10 0;
#X connect 8 1 10 1;
#X connect 9 0 7 1;
#X connect 10 0 3 0;
#X connect 11 0 6 0;
#X connect 12 0 6 1;
#X connect 13 0 0 0;
#X connect 14 0 0 0;
#X connect 16 0 7 0;


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test.pd
Description: Binary data
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