Hi list, hi chris.
Maybe a stupid question: What is this [pix_blur] for ? Hey, i don't want to be rude (mr. bad guy again....), but there already is a thing like [tv_biquad] that does very similar things (and more)
I think, Gem should follow pd's (vs. other libraries) object-policy: make a minimum orthogonal object-set, that let's you do "everything" you want. This implies, that there shouldn't be 2 objects, that do basically the same thing. basically [pix_blur] is a one-stage feedback-filter. [tv_biquad] is a two-stage feedback-filter.
btw. [tv_*] was meant to "work (only) on series of images", while [pix_*] should work on single images as well. thus [pix_blur] should rather be [tv_blur] (but never mind)
I do see the point, that a 1-stage filter needs less CPU-power than a 2-stage filter. But imo, this should rather lead to a general object (like [tv_filter]; i can't think clearly right now, but [tv] indicating that it works in time-domain and "filter", should make clear what is meant; maybe [tv_iir] would be better), that can do all lengths of recursive filterings (and is loop-unrolled for low orders) and can have clipping turned on/off (or not)
And I would like to have more control over the filter-paramters: i prefer "y(t)=a*x(t)+b*y(t-1)" to "y(t)=a*x(t)+(1-a)*y(t-1)", especially, when clipping is involved.
Ah, that leads to what i wanted to ask/state anyhow: Is it possible to make objects that perform "scientific tasks" (like convolution) rather than "folkloristic FX" (like smoothing) [pix_convolution] is far more powerful than [pix_smooth] could be. And of course, you can build a [pix_smooth]-abstraction with [pix_convolution] Maybe a bit of a thought before doing a "quick hack" could save programming-time in the long term. (ooh, this sounds really like mr. bad-guy. i don't want to insult anybody)
i do think, that pd is a programming language (with a lot of flaws (in terms of a prog-lang), sure) i do think, that Gem should be a language-extension, rather than a set of cool effects. That's why i thought it a good idea, to make this openGL-wrapping stuff (which is surely harder to use than all those ready-made Geos)
any comments ?
mfg.as.dr IOhannes