On Monday, July 21, 2003, at 03:31 AM, Daniel Heckenberg wrote:
Fonts. I've been letting that one sort itself out. I'll see whether the latest checkins work on windows sometime soon. Big one: Documentation.
...i think this is the biggest too, because we are way behind on it ;-) I'm not sure what we should do about merging the extant docs with what chris has been doing, and IOhannes' "GEM primer" is also nice, but really all three of these docs cover the same basics, and a more cogent distillation could result, perhaps with a more "designed" look...also might be nice to have some overall intro, or at least links to, info about image processing, because the use of things like convolutions and filters is pretty intimidating to the uninitiated (and there has been mention that GEM should have a "teaching" function)...
...there are plenty of other doc/example things that could be done to make introduction to pd/gem concepts more playful, such as an example multi-movie player with multiple effects and blending (which I already have something like)...along these lines, we've talked about doing "abstractions", but none have really appeared: I'm thinking about things like: - a camera abstraction that would make movement more like a "normal" 3d engine/game (ie. pitch, roll, yaw): but do we go sin/cos and suffer gimbal lock, or have an all out quaternion setup? - vertex manipulations via the OpenGL wrappers that would do similar things to the geos newWave, ripple, rubber, etc. - perhaps general tutors for the OpenGL wrappers (ala nehe's stuff)? - fonts as particles, or individual control over sub-string characters - other things that haven't even occurred to me ;-)...we all use GEM somewhat differently, so we could all use some example that exhibits methods of working that aren't elsewhere covered...
...besides the above, does everyone like the example patches? From the questions we get about use, it's sometimes hard to see that newbies actually look at them, but just the same they should be a robust set of examples...also, I just compared the help files with actual source files, and here's a list of objects that don't seem to have help files built: GEOS cuboid newWave ripple rubber slideSquares
MANIPS polygon_smooth
MARKEX abs m_control? multiselect? reson? strcat?
PARTICLES part_info part_render part_vector?
PIX's pix_background pix_backlight pix_blur pix_buffer (read/write?) pix_chroma_key pix_color pix_colorreduce pix_compare pix_convert pix_crop pix_delay pix_depot (get/put?) pix_dot pix_duotone pix_dv pix_emboss pix_grey pix_info pix_levels pix_lumaoffset pix_mix pix_motionblur pix_pix2sig~.pd or pix_pix2sig.pd? pix_posterize pix_rds pix_roll pix_scanline pix_sig2pix~.pd or pix_sig2pix.pd? pix_snap2tex pix_test pix_tIIR pix_yuv
...so I guess we all have a little bit of effort to put forth here...plus, existing objects such as gemwin, pix_film, pix_texture, and others have undergone major changes, so they also need to be reviewed/updated...
...beyond that, some of my "soon todo" list includes: - adding other model formats - fullscreen motion blur - "snap to tex" that results in a further processable image - quicktime vr (is there anything like this on linux?) - vertex/fragment programming/shaders
...enough of a job to keep us busy for awhile!
l8r, jamie