Re: [PD] Bad sound quality when playing .wav file during a GEM sequence

2014-04-20 Thread Etienne Landon
Hi,

Did you start a second instance of pd with the sound patch ? If you run
different patch with the same instance of pd this won't make any difference
than using a single patch

Bests
Etienne


2014-04-19 23:39 GMT+02:00 Dominic Melville :

> Could it be as simple as disk access? Reading the wav from the same drive
> as the image files causing the jumping and glitching?
>
> If there's any way to try playing the wav from ram in the same patch it'll
> show that up straight away.
>
> Cheers
>
> Dominic
>
> On Saturday, April 19, 2014, Claire O'Connor  wrote:
>
>> Hi everyone,
>>
>> I am currently trying to play a .wav file through readsf~ while a
>> sequence of events are being triggered within GEM (pix_film and pix_image)
>> but the sound quality is awful - very jumpy, glitchy and almost impossible
>> to hear what it is actually meant to be. Has anyone any ideas as to how
>> this problem may be solved? I've tried having the sound come from a
>> different patch but that hasn't worked.
>>
>> Any ideas would be very helpful :)
>>
>> Thanks!
>>
>
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Re: [PD] pdgst and gstreamer1.x

2014-03-22 Thread Etienne Landon
Ok, thanks IOhannes,

might be a bit ambitious for a first c/c++ experience, but I'll try and
find help about this, pdgst just rocks !

Etienne


2014-03-20 16:32 GMT+01:00 IOhannes m zmoelnig :

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA256
>
> On 2014-03-20 10:56, Etienne Landon wrote:
> > Hi list,
> >
> > I'm trying to compile pdgst with gstreamer 1.0 version, with no
> > success. Is there an easy way to achieve this ?
> >
> > I see the makefile is filed with 0.10 gstreamer includes, I tried
> > replacing them with 1.0 but it gives me an error (no multichannel.h
> > found). I guess it's not a clean way to do what I want.
> >
> > I'm on Ubuntu 13.10 64 bits (tried mint16 64bits also)
> >
> > My main reason for doing this is because I use decklinsrc a lot and
> > with 1.0 version gstreamer added the possibility to use two of them
> > (for what I understand)
> >
> > Any tips on this ?
>
> i'm afraid gstreamer0.10 is incompatible with gstreamer1.0.
> this basically means that pdgst hast to be ported to the new API.
>
> i'm open to pull requests on github :-)
>
> fgmnasdr
> IOhannes
>
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[PD] pdgst and gstreamer1.x

2014-03-20 Thread Etienne Landon
Hi list,

I'm trying to compile pdgst with gstreamer 1.0 version, with no success. Is
there an easy way to achieve this ?

I see the makefile is filed with 0.10 gstreamer includes, I tried replacing
them with 1.0 but it gives me an error (no multichannel.h found). I guess
it's not a clean way to do what I want.

I'm on Ubuntu 13.10 64 bits (tried mint16 64bits also)

My main reason for doing this is because I use decklinsrc a lot and with
1.0 version gstreamer added the possibility to use two of them (for what I
understand)

Any tips on this ?


Thanks
Etienne
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Re: [PD] ERROR: -35 in GraphicsExportSetOutputFile() GEM: Unable to save image to 'gradient00001.tif'

2014-02-24 Thread Etienne Landon
You're right, my mistake


2014-02-24 17:06 GMT+01:00 Cyrille Henry :

> hello,
>
>
> Le 24/02/2014 16:49, Etienne Landon a écrit :
>
>  Hi,
>>
>> I understand you're trying to render your circle to an image file, you
>> should then have a look at pix_snap.
>> pix_write needs pixels to write, a circle has no pixel data. pix_snap
>> will make a snapshot of your 3D scene (your circle), this snapshot is
>> pixels that you can then write to an image file using pix_write.
>>
> your messing pix_write and pix writer.
>
> pix_write should do what Alexandros wants.
>
> to write a jpg file send a message [file name 99<
> cheers
> c
>
>
>>
>>
>>
>> 2014-02-24 13:53 GMT+01:00 Alexandros Drymonitis > adr...@gmail.com>>:
>>
>>
>> Yet another question regarding Gem. I'm connecting the outlet of
>> [circle] (which is being rendered in a Gem chain) to the first inlet of
>> [pix_write] and when I send a bang to [pix_write] I get this error and,
>> obviously, no image is being saved. The object's help patch is not helping
>> me thoroughly to be honest. What kind of messages do I have to send to
>> [pix_write] if for example I want to save a .jpg? And of course, why
>> doesn't it save any image?
>> I'm on OS X 10.8.5 with Pd-extended-0.43.4
>>
>> Thanks
>>
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Re: [PD] ERROR: -35 in GraphicsExportSetOutputFile() GEM: Unable to save image to 'gradient00001.tif'

2014-02-24 Thread Etienne Landon
Hi,

I understand you're trying to render your circle to an image file, you
should then have a look at pix_snap.
pix_write needs pixels to write, a circle has no pixel data. pix_snap will
make a snapshot of your 3D scene (your circle), this snapshot is pixels
that you can then write to an image file using pix_write.




2014-02-24 13:53 GMT+01:00 Alexandros Drymonitis :

> Yet another question regarding Gem. I'm connecting the outlet of [circle]
> (which is being rendered in a Gem chain) to the first inlet of [pix_write]
> and when I send a bang to [pix_write] I get this error and, obviously, no
> image is being saved. The object's help patch is not helping me thoroughly
> to be honest. What kind of messages do I have to send to [pix_write] if for
> example I want to save a .jpg? And of course, why doesn't it save any image?
> I'm on OS X 10.8.5 with Pd-extended-0.43.4
>
> Thanks
>
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Re: [PD] Extended View toolkit : issue with masks

2013-10-14 Thread Etienne Landon
Thanks for the proposal !

I get the computers with the patch back tomorrow, so i'll try and clean it
a little and send it.

Etienne


2013/10/12 Peter Venus 

> Hello Etienne!
>
> The problem you are facing could be really due to the different structure
> of both modules.
> And the amount of ev_pro-modules you are using in your patch.
> If you want me to have a quick look on your patch, maybe answer me and
> attach the your patch to the mail.
> maybe i can help you with streamlining it further :)
>
> cheers, peter
>
>
>
> Gesendet: Donnerstag, 10. Oktober 2013 um 15:07 Uhr
> Von: "Pagano, Patrick" 
> An: "Etienne Landon" 
> Cc: "pd-list@iem.at" 
> Betreff: Re: [PD] Extended View toolkit : issue with masks
>
> I found the same behavior, Marian and Peter wrote some amazing software
> there but you have to have a really fast graphics card for some of the
> fancier modules. Go with the one that delivers for you. 22 is really nice
> as I recall. I'll check my rates today and report back too
>
> Patrick Pagano  B.S,M.F.A
> Asst. in Digital Art and Science
> Digital Worlds Institute
> University of Florida
> (352) 294-2020
>
> On Oct 10, 2013, at 8:38 AM, "Etienne Landon" 
> wrote:
>
>
>
> Hi,
>
> I understand the shader part of ev_pro_22 but I 'm not shure the problem
> is here, the shader is only used to change texture coordinates and do
> soft-edging. In both cases, ev_pro_22 or ev_pro_22easy, I send a texture
> ID. So the chain with ev_pro_22 is not the one that does the work from
> movie to texture (the CPU part), it's done once by another chain.
> For what I understand, using the same texture ID for different gem chains
> avoids using the CPU for each chain, you use CPU only to "transform your
> image, movie or whatever to a texture (which is stored in the GPU memory),
> then each chain links to the texture ID which is the position of the
> texture in the graphic card's memory. Am I wrong ?
>
> For instance, in the same work I do texturing on 200 pmpd masses linked to
> a gem chain. So 200 independant rendering chains, one texture, and this
> works without a problem. And there's no shader involved
>
> Moreover, the texture used for masking is a only one black pixel (see the
> masking example), so how come this could be so heavy ?
>
>
> 2013/10/10 Santi El jue,
> 10-10-2013 a las 11:52 +0200, Etienne Landon escribió:
>
> > Is there any reason why ev_pro_22easy is less efficient than
> > ev_pro_22 ?
>  I think ev_pro__22 uses OpenGl shaders so it uses the GPU in the graphic
> card. ev_pro_22easy uses the main CPU to made the work, so is less
> efficient, but it works in older machines.
>
> Great piece of software the extended toolkit view...
>
> Cheers.
>
> Santi Noreña.
>
>
>
>
>
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Re: [PD] Extended View toolkit : issue with masks

2013-10-10 Thread Etienne Landon
Hi,

I understand the shader part of ev_pro_22 but I 'm not shure the problem is
here, the shader is only used to change texture coordinates and do
soft-edging. In both cases, ev_pro_22 or ev_pro_22easy, I send a texture
ID. So the chain with ev_pro_22 is not the one that does the work from
movie to texture (the CPU part), it's done once by another chain.
For what I understand, using the same texture ID for different gem chains
avoids using the CPU for each chain, you use CPU only to "transform your
image, movie or whatever to a texture (which is stored in the GPU memory),
then each chain links to the texture ID which is the position of the
texture in the graphic card's memory. Am I wrong ?

For instance, in the same work I do texturing on 200 pmpd masses linked to
a gem chain. So 200 independant rendering chains, one texture, and this
works without a problem. And there's no shader involved

Moreover, the texture used for masking is a only one black pixel (see the
masking example), so how come this could be so heavy ?



2013/10/10 Santi 

> El jue, 10-10-2013 a las 11:52 +0200, Etienne Landon escribió:
>
>
> > Is there any reason why ev_pro_22easy is less efficient than
> > ev_pro_22 ?
>
> I think ev_pro__22 uses OpenGl shaders so it uses the GPU in the graphic
> card. ev_pro_22easy uses the main CPU to made the work, so is less
> efficient, but it works in older machines.
>
> Great piece of software the extended toolkit view...
>
> Cheers.
>
> Santi Noreña.
>
>
>
>
>
>
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[PD] Extended View toolkit : issue with masks

2013-10-10 Thread Etienne Landon
Hi list,

I'm working on an installation that makes intensive use of evt, so first
big thanks to the developpers for this incredible tool !
Still, during the development I faced a really strange issue with
ev_pro_22easy modules : it kills my framerate.

The patch uses more than 20 ev_pro_22 modules, some for movie texturing and
some for masking. The masking was directly copied from the examples, so
using ev_pro_22easy and rendering the same black texture on them. My
framerate went down to 15-20fps. As soon as I stop the "masking" gem chain,
fps reaches 26.
I finally replaced the ev_pro_22easy with ev_pro_22 for masking, and fps
then stayed at 26.

Is there any reason why ev_pro_22easy is less efficient than ev_pro_22 ?

Thanks
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Re: [PD] pix_video problem

2013-09-27 Thread Etienne Landon
Hello list, my first message ! youpi

Regarding Blackmagic on linux you have to use gstreamer through pdgst.
There are two plugins "decklinsrc" and "decklinksink", this is working
great !

I think they are in the "bad" plugin set

If this works the same in windows, perhaps you have to fisrt set the mode
of the blackmagic before turning gem on. By setting up I mean selecting the
appropriate input and video resolution.

And I confirm, never change settings while using it, unplugging the
blackmagic input whit gem on freezes my computer

Etienne
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