[PD] [PD-announce] Fwd : Pd Patching Circle Brussels #1 - 25/1/2009

2009-01-09 Thread olme
*[...] extract from newsletter :

EN:
25/1 Launch Pure Data Patching Circle Brussels at OKNO
*
*
*
OKNO kicks of the Brussels Pure Data Patching Circle which will take
place every last sunday of the month. We invited Guillaume Rabusseau for
guidance in an exploring of Pure Data a la carte. Everybody can drop in,
regardless of their skill. 
We start at 14h, bring your laptop!

Info on http://okno.be  http://okno.be/ http://puredata.info/
http://puredata.info/

NL:
*
*25/1 Launch Pure Data Patching Circle Brussels in OKNO
*
*
*
OKNO lanceert de Pure Data Patching Circle Brussels. Elke laatste zondag
van de maand begeleiden Guillaume Rabusseau en het OKNO-team de
patch-sessies. Iedereen kan deelnemen, ongeacht het niveau. De topics
zijn afgestemd op de interesses van de deelnemers.
http://okno.be  http://okno.be/ http://puredata.info/
*
FR:
**25/1 Lancement des Pure Data Patching Circles Bruxelles à OKNO
*
OKNO démarre des Pure Data Patching Circles qui auront lieu tout les
derniers dimanche du mois.
Nous avons invité Guillaume Rabusseau pour nous guider dans une
exploration de Pure-Data à la carte.
Tout le monde est bienvenu, quelque soit les compétences. 
On commence à 14h, emmenez votre Laptop !
Infos sur http://okno.be http://okno.be/. - http://puredata.info/*

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[PD] thin synch'd spaces

2008-11-26 Thread olme
a (work in progress) installation using pd / pidip for motion tracking
and blender game engine for rendering (sorry gem has no uv mapping)

http://okno.be/?id=1257

this WE ... also on stream (if everything goes right - check back that
page later for adress... normaly on http://stream.okno.be:8080  )

Ol.


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Re: [PD] [Puredata]send a pdp_qt video to another pd istance

2008-04-21 Thread olme
try with [pdp_netsend] and [pdp_netreceive]
for me it works, not perfectly in sync but perfs are ok ...

Olm-

husk wrote:
 Jack wrote:
   
 Have a look at [pdp_o] and [pdp_i] used for the stream of pdp packets.
 ++
 
 Thank you...
 it's work but with very bad performance :(

 bye
 Husk

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Re: [PD] UV map - was : Google Summer of Code application is in!

2008-03-14 Thread olme
beau wrote:
  spherical mapping. I also don't know whether multiple materials are
  supported or if you can draw groups individually, and how the material
  is attached to different groups.
 
 with obj file format you only get one uv map and 1 texture per object_mesh

 Not supporting uv maps is a big set back for gem. Does Jitter support uv maps?

   
yes it seems that jitter support uvmap... this discution is similar to 
my concern now with gem ... :
http://www.cycling74.com/forums/index.php?t=msggoto=127581rid=0S=8938c8fd9e9a53191718a677686a3244

  meshes with textures and animation exporting to ogre (and jitter), and
 

 This would be a great summer of code project to work on. I might even
 be interested if some one would give me some points on how to go about
 fixing this?


   

would be great !

I have looked at the code earlier and I think that the 
model_loader.cpp file is parsing the .obj file for texture coordinate 
(vt lines), but it seems that the model.cpp do not make a call to 
these datas, only permit the choice between linear or spherical 
coordinate ...

can't say more, I'm not coder, just a lame artist fiddling with 
applications ... :)

Olm-e

  olme wrote:
   thanks ;)
  
   nice tool ! But actually I work on linux, and I must say that blender
   has nowadays most of these capabilities (it's developped at a fast pace
   these years, orange, peach and apricot projects are realy effective at
   speeding the all things up )
  
   the problem I have is that I can't get the [model] object to load a mesh
   with the uv map into GEM to display video as texture with right
   coordinates... (I will post a patch with .obj file illustrating this 
 soon).
   As I said in previous mails, I think it's something that was left aside
   unfinished in the code but not so dificult to fix ... or it's something
   that I do completely wrong ...
   when I'll post the test patch/file, I hope someone could tell me what's
   wrong ...
  
   Olm-e
  
  
  
   Andy Farnell wrote:
   Hey Olm, quite offtopic to your GSOC thread but on the subject
   of UV wrapping did you see an open source tool called Roadkill?
  
   http://www.pullin-shapes.co.uk/page8.htm
  
   best,
  
   Andy
  
   On Wed, 12 Mar 2008 22:16:52 +0100
  
  
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Re: [PD] Google Summer of Code application is in!

2008-03-12 Thread olme
what is the requirement for mentor app. ?? (exept gmail account)

Olm-e.

Hans-Christoph Steiner wrote:
 I just submitted it with 10 mentors, we should be able to add more  
 mentors if we get accepted as an organization, so it is not too late  
 to join.

 http://puredata.info/dev/summer-of-code/GSoCOrganizationApp2008

 I think the app is looking good, fingers crossed!

 .hc



  
 

 'You people have such restrictive dress for women,’ she said,  
 hobbling away in three inch heels and panty hose to finish out  
 another pink-collar temp pool day.  - “Hijab Scene #2, by Mohja Kahf



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Re: [PD] Google Summer of Code application is in!

2008-03-12 Thread olme
ok, sorry I've seen it in the wiki page doc ... it seems I just ask 
stupid questions on this list until now, together with asking  uv map 
help and blender apricot ...

sorry to disturb ...

Olm-e

olme wrote:
 what is the requirement for mentor app. ?? (exept gmail account)

 Olm-e.

 Hans-Christoph Steiner wrote:
   
 I just submitted it with 10 mentors, we should be able to add more  
 mentors if we get accepted as an organization, so it is not too late  
 to join.

 http://puredata.info/dev/summer-of-code/GSoCOrganizationApp2008

 I think the app is looking good, fingers crossed!

 .hc



  
 

 'You people have such restrictive dress for women,’ she said,  
 hobbling away in three inch heels and panty hose to finish out  
 another pink-collar temp pool day.  - “Hijab Scene #2, by Mohja Kahf



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Re: [PD] Google Summer of Code application is in!

2008-03-12 Thread olme
Hans-Christoph Steiner wrote:

 For Pure Data, the informal requirement to be a mentor is that you 
 should be well known on the lists, the forums, the IRC, or some other 
 Pd community.  It would good to also include people who are involved 
 but not necessarily on the main English online communities.  Do you 
 have an interest in being a mentor?

I could see some improvements I would love to see (like uv map support 
for .obj [model] ) , but I don't have neither the experience/reknown of 
somebody active in the community for years (although I know and use pd 
for 3/4 years now on specific projects) nor having dev. specific 
knowledge of internals pd mechanics ... (although I do have some 
experience of lead artist in dev. of other specific app. like 
http://www.woaw.biz - nothing to do with pd -  and recent support of the 
video plugin for blender...).
I cannot say success in any pd dev mentoring experience... and reading 
these, I don't feel confident in taking such responsability (again sorry 
for asking stupid questions).

So it's quite off the basic requirements  maybe next years if these 
ones are prolifics for me :)

thanks for all the work you do into this,
hope other developpers and students will add to these summer 
developments, I wish you all the best,

regards,

Olm-e
 Here's what I wrote in the app:

 The mentors were chosen because they all have been informal mentors 
 within the Pd community, and have a proven record of success in that 
 regard. Additionally, here are some other criteria for choosing mentors:

 * active community member for at least 2-3 years
 * strong knowledge in at least one area of Pd
 * demonstrated willingness to help others on mailing list, forums, 
 IRC
 * regularly shares code and creates examples for others to learn from


 .hc


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Re: [PD] [GEM] UV map for model or vertex-array ??

2008-02-28 Thread olme
Looking further into the Gem sources, I see that the model_loader.cpp is 
parsing the obj file for texture coordinate (vt lines), but it seems 
that the model.cpp do not make a call to these data, and only permit 
linear or spherical mapping that it recompute... as if uv mapping was 
not needed for the coders and left for future work...

I think it could only be a matter of a few hours to add the support for 
uv mapping, which is very useful when doing 3d scenery ... I'm ready 
to support the good soul that would do the job (as it could be usefull 
for me in future  projects), and I'm sure that other will like this too.

I'm not a c++ coder, and I can barely look into code for errors and 
feature...can anybody help ?
Iohannes ? you seems to be one of the maintainers, can you tell me if it 
could be done ?(maybe I'm wrong and this is realy hard work ... or 
already working with some trick ? )

Solving this would permit me to work on more than one project I'm 
waiting to finish, and I'm sure it would be realy usefull in more than 
one domain...

thanks,

Olm-e

www.ogeem.be

olme wrote:
 hello,

 I'm working on a project I want to show at the Shunt, London, in end of 
 april...
 I'm trying to play video files and streams as texture on custom 3d 
 surfaces...
 The features I need for this are nearly all there with Gem but I still 
 cannot get one thing : simple UV mapping on imported obj models. All I 
 got is linear texturing, thus it is of no use (exept for some 
 experiments with moving line patern, ... interresting but ... already 
 done that years ago, not my taste today).
 the material parameter or any other documented in the help of [model] 
 did not helped... (the obj file has a mtl file, exported from blender).

 looking at the archives, I don't understand if it's possible or not, or 
 if it is a future feature not already implemented... (although for me 
 it's quite a standart feature I thought that normaly should be there 
 in a 3d package...)
 one mail pointed toward the [vertex_array] object in the CVS, but this 
 date from 2006... and it's not in the PD-extended release...

 can anybody tell more on that today, is it implemented or not, in which 
 distrib., or do we have to wait for [vertex_array] or any other objects 
 to be released ... ??

 I'm trying also to use blender game engine (then with some osc - pd 
 communication), but actualy, the video texture plugins still don't 
 builds and works on linux ...

 I'm in a dead end actualy, if anybody could help ...

 for the story : as I was trying to get the texture right in my pd patch, 
 I was also working with blender... and of course murphy came along, and 
 the video texture playing in pd-Gem showed ... in my blender window, 
 maped on the object fighting with the picture map I had.. altough 
 neither the gem nor the blender plugin works correctly...
 Sometime, it's ... funny... hum ... (some gl memory share I suppose )

 thanks a lot,

 Olm-e

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[PD] [Fwd: Re: [OT] mini-ITX again]

2008-02-27 Thread olme


---BeginMessage---
try the http://www.pcengines.ch/alix1c.htm or the newer 
http://www.pcengines.ch/alix3c3.htm


I used alix1c for wireless node at okno.be, not pd stuff already, but 
they are realy well dezigned and solid.
the AMD Geode LX800 (500Mhz) is x86/x87 compatible, has mmx/3DNow! fpu 
with 256Mb SDRAM, and the board has audio and vesa port already.
and they are realy cheap : around 100€ ... I was considering buying one 
for pd patches.


we installed openwrt kamikaze on it, but you can install any other linux 
like debian with ease ...


hope it helps a bit...

Olm-e.

Derek Holzer wrote:

Hi all,

I'm back on my Mini-ITX research, hoping to use one for an upcoming PD 
installation as well as a live performance box. But what I'm missing is 
some kind of comparison of price vs functionality here. As well as some 
overview of which CPUs and chipsets are good for audio and Linux and 
which ones are not. Can anyone make a recommendation for a Mini-ITX 
system with a good processor which has proven usable for fairly complex 
PD patching with Linux, or point in the direction of a good online 
resource for this kind of info?


thx + best!
d.

  



---End Message---
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[PD] [GEM] UV map for model or vertex-array ??

2008-02-27 Thread olme
hello,

I'm working on a project I want to show at the Shunt, London, in end of 
april...
I'm trying to play video files and streams as texture on custom 3d 
surfaces...
The features I need for this are nearly all there with Gem but I still 
cannot get one thing : simple UV mapping on imported obj models. All I 
got is linear texturing, thus it is of no use (exept for some 
experiments with moving line patern, ... interresting but ... already 
done that years ago, not my taste today).
the material parameter or any other documented in the help of [model] 
did not helped... (the obj file has a mtl file, exported from blender).

looking at the archives, I don't understand if it's possible or not, or 
if it is a future feature not already implemented... (although for me 
it's quite a standart feature I thought that normaly should be there 
in a 3d package...)
one mail pointed toward the [vertex_array] object in the CVS, but this 
date from 2006... and it's not in the PD-extended release...

can anybody tell more on that today, is it implemented or not, in which 
distrib., or do we have to wait for [vertex_array] or any other objects 
to be released ... ??

I'm trying also to use blender game engine (then with some osc - pd 
communication), but actualy, the video texture plugins still don't 
builds and works on linux ...

I'm in a dead end actualy, if anybody could help ...

for the story : as I was trying to get the texture right in my pd patch, 
I was also working with blender... and of course murphy came along, and 
the video texture playing in pd-Gem showed ... in my blender window, 
maped on the object fighting with the picture map I had.. altough 
neither the gem nor the blender plugin works correctly...
Sometime, it's ... funny... hum ... (some gl memory share I suppose )

thanks a lot,

Olm-e

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[PD] sound for blender apricot opensource game

2008-02-02 Thread olme
seeing this: http://apricot.blender.org/?p=59 , I had the idea that 
somebody could do it efficiently with generated sound dezign (like 
brilliantly discussed earlier here by andy - obiwannabe.co.uk )

In short : Blender Instituut search for a sound designer for the 
upcoming opensource game codenamed apricot.

I'm in no way related to this instituut or project, just that I thought 
it could interrest someone that is developping on pd for games, as this 
one is already promised some exposure in the opensource/free software 
world, in the CGI world (with the short film produced right now : see 
peach.blender.org ) and in the game world (it will surely make some 
lines in game magasines) ...

I think those working for this project in the front line are payed, so 
it could be a good incentive to have some kind of opensource exemple of 
a current game made with pd.

Blender Game Engine has already been used with pd through py-OSC, but 
this project use the CrystalSpace Game Engine... I don't know about the 
connectivity, but as CS use python, it's maybe just some lines away

I would be interrested to see the result anyway ... as I'm not able to 
do it myself ...

Ol.me
http://www.ogeem.be

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[PD] streaming theora

2008-02-02 Thread olme
hello,

Last month (during a workshop at okno.be), I tried to  stream theora 
over the internet as well as local network with a patch feeding an 
Icecast server... I used the pdp_theonice object for it.

basicaly, it kind of worked, but the output (the stream received at 
client side) was realy bad : the stream had only a few images at the 
launch of the player, then only one from time to time...

The parameters seemed not to be the problem (but maybe I'm totaly stupid 
- the icecast server accepted and showed them correctly) ...  nor the 
server, wich worked perfectly with a dv cam using dvgrab | ffmpeg2theora 
| oggfwd  ... the images on the pdp-glx window from the patch were also 
ok...

Is there anyone that already managed to do a working theora/icecast 
stream ? how ? is there any other object/method I could use if this pdp 
one does not work as expected ?

(I did this on a fresh ubuntu 7.10 with fresh pd-extended )

thanks,

Ol.me

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