Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
thanks c! way simpler than I thought :) -- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London ~ Portfolio: http://marcodonnarumma.

Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry
here is an example c Le 05/11/2013 16:10, Marco Donnarumma a écrit : Hi Cyrille, ok, I now managed to use gemframebuffer in a smaller test patch. For some reason, in my larger patch it crashes everytime I connect it to the pmpd system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dime

Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
Hi Cyrille, ok, I now managed to use gemframebuffer in a smaller test patch. For some reason, in my larger patch it crashes everytime I connect it to the pmpd system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of the gemwin. Could you explain a little more how you achieve the

Re: [PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Cyrille Henry
hello Marco, better than snap2tex, you can use rendering in framebuffer. The framebuffer can directly be rendered as a texture, no snapping is needed. i did not understand the way you make your motion blur. I usually have my model to run at a frequency 5 or 10 time faster than the rendering.

[PD] strategy to apply shaders/motion blur to pmpd in a 1900x800 rectangular gemwin

2013-11-05 Thread Marco Donnarumma
Hi all, I have a 1900 x 800 gemwin. I render a few geos on a big [sphere] and a pmpd system on top of it. I'd need some cpu-friendly motion blur and glow effects on everything rendered in the gemwin. My strategy so far has been to split the final rendering into two 800x800 squares. That is: I h