Just to clear up the CVS issue: I had come across the cvs repository of an old GEM for OS9 project and had mistakenly thought it was a (newer) OSX archive.
Great work on the OSX port. I will have a play with it as soon as I shovel the snow off my desk (metaphorically speaking).
and I'm very keen on a GEM CVS repository... ideally with some space for GEM externals.
I've rewritten the NT film loader, fixed a couple of bugs here and there and written some extra objects which I'd like to contribute as soon as things are set up.
When I get a chance, I plan to rewrite the NT film loader again to support type 1 and type 2 DV files - for convenience as much as anything else. I think that it should also be possible to support realtime DV input using [pix_video] with a similar code base.
As an aside, has anyone used the accumulation buffer under openGL? I was hoping that it would offer a fast way of doing image arithmetic but it seems dog-slow on my nvidia geforce2go... have tried the usual approach of trying a variety of buffer formats etc, but to no avail. (By slow, I mean ~500ms to do a glAccum(GL_LOAD, x) and glAccum(GL_RETURN, x));
Daniel
-----Original Message----- From: pd-dev-admin@iem.kug.ac.at [mailto:pd-dev-admin@iem.kug.ac.at]On Behalf Of g|nter geiger Sent: Monday, 8 July 2002 6:59 PM To: tigital Cc: pd-dev@iem.kug.ac.at Subject: Re: [PD-dev] GEM-0.87b1 for OS X released
This is really great ! Having Gem working on OSX will surely attract many people. Somebody (Daniel ?) said that there is a CVS around for the OSX port. Is this on your side ? I would really like to look at the sources, (Dont mind if they have debug messages :). Are you in contact with Johannes regarding this ? Will there be a chance to merge your changes with the gem0-87 code ?
Thanks for doing this, greetings
Guenter
On Sat, 6 Jul 2002, tigital wrote:
http://homepage.mac.com/tigital
...like the subject line says: it's not finished (what is?), but it's at a spot where I think people can start learning/experimenting...no source yet, far too much ugly debug stuff in there now, and I want to do a major change to how the film/movie's are loaded (mac side only)...
...also, I'm building this in Project Builder as a bundle. Unfortunately, pd won't load it as a bundle: right now I have to open up the bundle and navigate to the 'executable/library', then pull it out and place it in the same place that the bundle is, then delete the bundle and finally rename the moved library "GEM.pd_darwin"...this then is loaded just fine by pd (btw, I'm using pd-0.35-test29)...anyone have an idea how to get around this/do it correctly? I figure that the source and project builder stuff should wait to be released when this is worked out...
oh, and here's some stuff from my first attempt at a readme...start banging away and send me some bug reports!
enjoy, jamie
beta1 release:
- Place GEM.pd_darwin in your pd-0.35-testX/extras folder
- To run pd with GEM, add "-lib GEM" to your command for pd ie: /Applications/pd-0.35-test29/bin/pd -lib GEM
- The default graphics window is at [offset 0 0]...you can
change this in any
patch by adding a message to [gemwin] for [offset x y]
- The graphics window is defaulted to 500x500 on the main monitor:
the dimensions can be changed, but I haven't made it aware of multiple monitors (yet), or fullscreen for that matter...
- pix_imageInPlace doesn't seem to work
- 3d font/text isn't implemented yet...
- when using pix_movie or pix_film, you can load *.mov or
*.mpg, but the *.mpg
will crash, because it can't tell the # of frames or framerate yet...*.avi's won't load if they are in Indeo compression
- *.obj 3d models load, but only do this after a window has been
created. There are several examples that use a [loadbang] to load everything on opening the patch, but we need an OpenGL context to do this on the mac, which means you need to open a graphic window before you can load a model...
- particles seem to work fine
- no saving of images/movies yet
- no video input yet (soon!)
- mouse, tablet, and orb input aren't working
- Remember, this is a debug version, so there's lots of output
to the console
about what's going on, and no compiler optimizations are on
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