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
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
PD-dev mailing list PD-dev@iem.kug.ac.at http://iem.kug.ac.at/cgi-bin/mailman/listinfo/pd-dev
? wrote:
This is really great !
yes. absolutely. sorry for not gratulating earlier (just came back from my weekend)
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 ?
i highly want all OS's code be merged into one big pool. then, i would like the CVS-repository rather on our site (yes i know, it's up to me to set one up) up till then, we could synch on the ftp.iem.at/incoming (sorry)
mfg.dsd.ca IOhannes
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
PD-dev mailing list PD-dev@iem.kug.ac.at http://iem.kug.ac.at/cgi-bin/mailman/listinfo/pd-dev
PD-dev mailing list PD-dev@iem.kug.ac.at http://iem.kug.ac.at/cgi-bin/mailman/listinfo/pd-dev
Thank you James,
The OSX port is looking very good. Are you starting to take bug reports yet? anyhow here are a few initial observations. the "dimen 640 480" message to gemwin does not work, always opens at about 400x400. the gem window also seems to open under the main titlebar, so if it does have its own titlebar then I can't see how to move it. I've opened up a few of my own patches and they work great!
I'm running on a dual450 and a single 733 both with 512MB ram. The 733 has the new NVidia card in it. on both machines it seems to run very slow. noticably more jerky than on the Linux machine (PII 350 with 128MB RAM and Geforce2 MX400) Its definatly slowest on the 450, with the ATI card.
I'll be teaching a workshop on PD/Gem in about a month. They only have one PC so I was hoping to be able to use PD on OSX, now thanks to you I can run another Gem session. Thanks for all the time and effort (especially helping me with my own OSX compilation issues)
Thanks Ben
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
PD-dev mailing list PD-dev@iem.kug.ac.at http://iem.kug.ac.at/cgi-bin/mailman/listinfo/pd-dev
B. Bogart ---------
Thank you James,
The OSX port is looking very good. Are you starting to take bug reports yet? anyhow here are a few initial observations. the "dimen 640 480" message to gemwin does not work, always opens at about 400x400. the gem window also seems to open under the main titlebar, so if it does have its own titlebar then I can't see how to move it. I've opened up a few of my own patches and they work great!
Congratulations! You came up with the first bug! the window actually opens as 500x500, offset 0,0...I hadn't tried to resize it, and the way it works you'd hafta do it before creating the window anyway...
...didja read the readme? It specifically talks about moving the window around (hint: offset), but right now this can only be done when creating a window...I may make it freely floating sometime in the distant future...also, there is no window title bar.
btw, I'd be interested in seeing other people's patches, haven't gotten around to creating my own (yet), and it's always good to see where others have already tread...
I'm running on a dual450 and a single 733 both with 512MB ram. The 733 has the new NVidia card in it. on both machines it seems to run very slow. noticably more jerky than on the Linux machine (PII 350 with 128MB RAM and Geforce2 MX400) Its definatly slowest on the 450, with the ATI card.
...this is mostly due to the lack of compiler optimizations, in addition to an extra picture copy when dealing with movie/films...also, there's alot of console output right now (ex. time per frame for every frame!), so that makes it really slooow...
otoh, the whole point of this release is only to see if it actually works on other machines! So now I can move on with a better film loader, 3d text, and video/dv input...
I'll be teaching a workshop on PD/Gem in about a month. They only have one PC so I was hoping to be able to use PD on OSX, now thanks to you I can run another Gem session. Thanks for all the time and effort (especially helping me with my own OSX compilation issues)
Thanks Ben
Tanx for the feedback!
jamie
Hi people,
Just trying to use the python object...getting lots of segfaults when trying to run a script other than the ones included with the sources...
Running Python 2.2. Anyone else getting same errors?
dc
david casal --0+ --- d.casal@uea.ac.uk --9+ --- www.ariada.uea.ac.uk/~dcasal --)+