RE: [PD] pix_record mixed pixes

2006-12-08 Thread Danks, Mark
flags, etc. I probably would do it differently today, but back when an SGI Indy was top of the line it was a different story :-) Mark > -Original Message- > From: Mathieu Bouchard [mailto:[EMAIL PROTECTED] > Sent: Friday, December 08, 2006 6:40 PM > To: Danks, Mark > Cc:

RE: [PD] pix_record mixed pixes

2006-12-07 Thread Danks, Mark
Actually, this one is more complicated, because it involves the underlying pix buffer. That has nothing to do with OpenGL... Mark > -Original Message- > From: Chris McCormick [mailto:[EMAIL PROTECTED] > Sent: Thursday, December 07, 2006 7:49 PM > To: chris clepper >

RE: [PD] pix_record mixed pixes

2006-12-07 Thread Danks, Mark
Keep in mind that GEM builds a graph based on the pointers when you turn on rendering. Pix_invert and pix_record are both using that same pointer, and the [t] object is simply controlling the order of the graph that is constructed. In fact, when rendering, the [t] object doesn't get any message

RE: [PD] pd on ps3

2006-11-21 Thread Danks, Mark
t; To: Danks, Mark > Cc: pd-list@iem.at > Subject: Re: [PD] pd on ps3 > > On Tue, Nov 21, 2006 at 07:22:17PM -0800, Danks, Mark wrote: > > On a random note, I actually got PD and GEM running on a PS2 a few > years ago...it is possible. > > That's awesome. Was that on

RE: [PD] pd on ps3

2006-11-21 Thread Danks, Mark
I'll chime in, although I can't say too much about this due to NDA issues... There is no reason you couldn't have the DSP networks running on the SPUs. You wouldn't want to bother with having a full fledged PD instance on the SPU (it wouldn't fit anyways). However, if you rewrote the ~ obj