there is the example 09.sharedTextures in 07.texture
Matthias
Am 01.04.2009 um 04:12 schrieb Claude Heiland-Allen:
Ben Baker-Smith wrote:
Also, if someone could fill me/everyone in about what the
[pix_texture] second inlet is for, that would be fantastic.
It's a "texture id" if I remember rig
Ben Baker-Smith wrote:
Also, if someone could fill me/everyone in about what the
[pix_texture] second inlet is for, that would be fantastic.
It's a "texture id" if I remember rightly, so you can have multiple
[pix_texture] objects that share the same texture data (so it only needs
to be loade
Thank you so much for that filter.
I was really struggling with figuring out how to utilize
[gemframebuffer] and this gives me a place to start.
Could this be incorporated into the [gemframebuffer] help patch? That
help patch is seriously lacking.
Also, if someone could fill me/everyone in abou
http://www.yourmachines.org/tutorials/pdvideolan.html
t'es in t'es bat wrote:
hello,
and so is there a way to work with pdp only to do this ???
thx
david
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t'es in t'es bat
7 place Favier
13210 St Remy de Provence
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hello,
and so is there a way to work with pdp only to do this ???
thx
david
--
TNTB
t'es in t'es bat
7 place Favier
13210 St Remy de Provence
T/: 04 90 26 95 09
P/: 06 86 86 12 19
+
http://www.tntb.net
===
__
There is a nice one included in pdmtl called gems.win.feedback
.hc
On Mar 31, 2009, at 11:51 AM, Derek Holzer wrote:
Thanks. I know that it is inherent in the system, but is there a way
to control the "fuzziness" of each iteration, so that the image
loses its alpha value but retains the sh
Thanks. I know that it is inherent in the system, but is there a way to
control the "fuzziness" of each iteration, so that the image loses its
alpha value but retains the sharpness of it's outlines?
D.
cyrille henry wrote:
Derek Holzer a écrit :
which objects could be used to make this fra
Derek Holzer a écrit :
which objects could be used to make this framebuffer?
gemframebuffer.
here is the patch jack send recently on the list.
cyrille
d.
cyrille henry wrote:
this was the old way to do (but still working fine).
i think it can be faster to render in a framebuffer, and use
Second question: would I gain anything by bridging between GEM and PDP
for something like this? Or would the [gem2pdp] and [pdp2gem] use more
resources than I would gain from using PDP in this situation?
D.
Derek Holzer wrote:
which objects could be used to make this framebuffer?
d.
cyrille
which objects could be used to make this framebuffer?
d.
cyrille henry wrote:
this was the old way to do (but still working fine).
i think it can be faster to render in a framebuffer, and use this
framebuffer as a texture to draw in a 2nd framebuffer.
and drawing back to the 1st.
etc.
there ar
this was the old way to do (but still working fine).
i think it can be faster to render in a framebuffer, and use this framebuffer
as a texture to draw in a 2nd framebuffer.
and drawing back to the 1st.
etc.
there are also some example in the glsl section.
jack also send a simple exemple somwhere
Thanks much! [pix_snap2tex] is exactly the starting point I needed.
D.
cyrille henry wrote:
look at gem exemple 07.feedback in 07.texture directory
and also at "self similar" performance by Ben bogart (2004) :
http://www.ekran.org/ben/wp/?page_id=101
++
c
Derek Holzer a écrit :
The other nigh
look at gem exemple 07.feedback in 07.texture directory
and also at "self similar" performance by Ben bogart (2004) :
http://www.ekran.org/ben/wp/?page_id=101
++
c
Derek Holzer a écrit :
The other night I watched a very nice lecture from Paul Prudence
(dataisnature.com). He uses to make
The other night I watched a very nice lecture from Paul Prudence
(dataisnature.com). He uses to make audio-responsive video
feedback, where a single shape (a square) is recursively displayed,
causing very complex structures to arise. The relevant parts of the
lecture are here:
http://www
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