i've had the same issue on ubuntu with extended (rev ?, i'd have to
go have alook):
screenshot here:
www.jasch.ch/dl/ds_davos_soundscape/Screenshot.png
/*j
On 07.09.2007, at 06:26, Hans-Christoph Steiner wrote:
>
> Hey,
>
> I don't quite understand the issue. Could you take a screenshot?
excellent,
and threshold~ is even in PDa
thanks
/*j (off to count cycles)
> Line~ is not the same as line~
that much i figured
> But you can simulate Line~'s behavior with Pd's basic objects.
yeah, maybe it would be worth it to upgrade line~ and vline~ (if
that's not considered a heresy :
hmm, errm, yes well, i'm actually running PDa on an ARM procesor ;=)
anybody wants to port cyclone to PDa ? (hello fixed point DSP...)
/*j {chuckles}
> You can also use Line~ or curve~, both from the cyclone lib and
> included in Pd Extended.
___
PD
yes, that one i am well aware of.
i'm more concerned about getting the exact edge of the signal vector
line~ finishes in, not some other clock() firing whenever it's done.
i couldn't find anything here: lists.puredata.info/search
are there other/better places to search the list?
thanks
*j
__
hello,
i'm flabbergasted.
how do you all know when a ramp has finished ramping? none of PD's
line/line~/vline~ objects have a mechanism notifying the user that
the end has been reached.
what are your workarounds (apart from recoding the externs) ?
curi
hole thing is under way.
jasch
> Also, I'm curious - does anyone know what was the outcome of the PD
> on gumstix that some people were trying out a while back
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ht
hello,
i have fixed the files and just commited them to the CVS.
cheers
/*j
> Each boid has a velocity in 2 or 3 dimensions, so yes.
> I just compiled the 2d version on WinXP, compiler complained about
> the line endings being Macintosh. I reformatted the file according
> to the pd guidline
hello,
i'm the one doing the port.
in what way are they not working?
> I'm interested in these. How do they work?
>
>
> On Fri, 30 Mar 2007 02:00:52 -0400
> marius schebella <[EMAIL PROTECTED]> wrote:
>
>> hi,
>> accidentally I found two objects (boids2d and boids3d) which could be
>> very nice