Feature Requests item #2932073, was opened at 2010-01-14 14:42
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Category: None
Group: None
Status: Open
Priority: 5
Private: No
Submitted By: …
[View More]Nobody/Anonymous (nobody)
Assigned to: Nobody/Anonymous (nobody)
Summary: collision detection
Initial Comment:
did you think about collision detection between 3d objects? it will give great possibility to programming real enviroments a games
i didnt found nothing related in gem, thats why i am writing
big re5pect!
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Feature Requests item #2931521, was opened at 2010-01-13 18:34
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Category: None
Group: None
Status: Open
Priority: 5
Private: No
Submitted By: …
[View More]Nobody/Anonymous (nobody)
Assigned to: Nobody/Anonymous (nobody)
Summary: collision detection
Initial Comment:
did you think about collision detection between 3d objects? it will give great possibility to programming real enviroments a games
i didnt found nothing related in gem, thats why i am writing
big re5pect!
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Feature Requests item #2931323, was opened at 2010-01-13 12:29
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Category: None
Group: None
Status: Open
Priority: 5
Private: No
Submitted By: …
[View More]Nobody/Anonymous (nobody)
Assigned to: Nobody/Anonymous (nobody)
Summary: collision detection
Initial Comment:
did you think about collision detection between 3d objects? it will give great possibility to programming real enviroments a games
i didnt found nothing related in gem, thats why i am writing
big re5pect!
----------------------------------------------------------------------
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Feature Requests item #2930132, was opened at 2010-01-11 21:48
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Category: openGL
Group: None
Status: Open
Priority: 5
Private: No
Submitted By: …
[View More]Nobody/Anonymous (nobody)
Assigned to: IOhannes m zmlnig (zmoelnig)
Summary: set colors for "stereo 2"
Initial Comment:
it will be spectacular to be able to set boolean RGB color of color anaglyph "stereo 2" for gemwin, as you can do in gemMan.cpp source trough glColorMask.
but it till be fantastic to set color tones as RGB values via message
users of puredata are ussualy low tech based, and this is the cheapest way how to experiment with stereograms in realtime
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hi list,
how does the render order in stereo (red/green) mode behave? it seems the green channel is rendered after everything else. is that right?
look into the pd line subpatch.
m.
Bugs item #2926446, was opened at 2010-01-05 21:09
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Category: None
Group: any operating system
Status: Open
Resolution: None
Priority: 5
…
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Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: separator + texunit = GL stack overflow & underflow
Initial Comment:
Using [separator] and, even under a separate [gemhead], sending a [texunit N( message to a [pix_texture] object, can cause continuous "GL: stack overflow" and/or underflow messages for some values of N.
Steps to reproduce the bug with the attached patch:
1) open the patch (you need three images img1,2,3.jpg)
2) click on the create message to open the gemwin and start rendering
3) click on the lower-right number (connected to img2) and enter any integer value other than 0, for example 1 or 2
A few "GL stack underflow" messages will appear on the console followed by a continuous flood of "GL stack overflows" messages
Switching back to a value of 0 should stop the error messages.
- Doing the same with the upper pix_texture seems not to produce errors
- the one on the left does
(seems quite random, may be different from machine to machine???)
- if you remove the separator you won't get any error.
Tested on windows. I think Cyrille Henry can confirm it, I don't know on what platform.
Obviously in this case the [separator] is not needed at all, but I do experience the same problems in cases where the separator is needed.
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Bugs item #2926260, was opened at 2010-01-05 15:33
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Category: Pixes (pix_ objects)
Group: win32
Status: Open
Resolution: None
Priority: 5
…
[View More]Private: No
Submitted By: Matteo Sisti Sette (sistisette)
Assigned to: Nobody/Anonymous (nobody)
Summary: pix_image doesn't load png files
Initial Comment:
[pix_image] doesn't load png files (help patch says it does).
It does not print any error message, it just doesn't load the image (and doesn't print the "loaded" message either). It produces a null image (to a pix_texture you'll get no texture, with pix_draw it won't draw anything).
Testes on windows vista, don't know on other platforms.
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Hello,
it would be nice to have a way to open a vertex, fragment or geometry
program in GEM or with our favorite editor by sending something like
[edit( to [glsl_vertex], [glsl_fragment] or [glsl_geometry]. Is it
possible with gem.conf ?
++
Jack
Hello,
It seems that the 4th element of the list from the second outlet of
[pix_film] is something like the fps of the movie.
When i use this value to adjust my [metro] to play the movie, sometimes
it works and sometimes not.
When i open the same movie with VLC, this value is sometimes the same
sometimes not.
For example :
- with AVI (XVID codec) in vlc : 25, with [pix_film] : 12.5 (the good is
25 and i also get this in the console : [pix_film]: loaded
file: /home/jack/Vidéos/71 fragments d'…
[View More]une chronologie du hasard.avi
with 142529 frames (576x320) at 12.500000 fps).
- with DIVX (DX50 codec) in vlc : 25, with [pix_film] : 25
- with DIVX (XVID codec) in vlc : 25, with [pix_film] : 25
Can someone explain to me these differences ?
Thx.
++
Jack
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Hi,
Is it legal to load the same shader (i.e. the same .vert and .frag
files) multiple times? I.e. have an abstraction with a [glsl_vertex], a
[glsl_fragment] and a [glsl_program], and multiple instances of this
abstraction?
I ask this because I did this and pd crashes as soon as I open the
gemwin. I had some trivial errors in the shader files before, and I got
the compiler error messages without crashes, but then I corrected the
error and now it crashes.
Obviously there may be a lot of …
[View More]other reasons for the crash but I have
to guess.
Is there another way to use the same shader in multiple places? For
example, I see [glsl_program] outputs an id in its right outlet: can I
perhaps use that ID to use that shader elsewhere? If so, how? In this
case, would each "instance" of the shader have its own value of
"uniform" parameters?
By the way, I should probably ask a more basic question: is it legal to
have more than one [glsl_program]s (meaning a [glsl_vertex] a
[glsl_fragment] and a [glsl_program]), no matter whether with the same
or different shader programs, "under" the same [gemhead], provided that
they are in different "subchains" with [separator]s?
Thanks
m.
--
Matteo Sisti Sette
matteosistisette(a)gmail.com
http://www.matteosistisette.com
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