? wrote:
mhmm, finally there are more methods of doing this, like having painted waveforms etc, so there is probably a need for several of signal to pixel converters.
sure, i will add one or two in the next release: so what is needed besides pix_sig2pix~, pix_scrollsig~ and pix_scope~ ? maybe pix_ixthulu~ ???
I am going to rename the sig2pix to "pix_scrollsig~", in order to not confuse ppl.
well, it turns out that i am stealing object-names of you. that's not fair. but then: you should have got used to it by now (hslider,...) ;-)
since i thought more of image-processing than of visualization it turned out to be a synced version.
i thought one would be able to acchieve the scrolling via the overla
great, but how do you do that ?
i've attached a patch
mfg.casd.asf IOhannes
Guenter
#N canvas 27 162 666 610 10; #X obj 599 16 Gem; #X obj 281 157 gemhead; #N canvas 59 82 450 300 scroll 0; #X obj 68 88 inlet; #X obj 68 254 outlet; #X obj 154 69 inlet~; #X obj 205 68 inlet~; #X obj 258 68 inlet~; #X obj 68 135 pix_sig2pix~ 64 1024; #X obj 302 138 osc~ 1; #X obj 256 183 block~ 65536 16; #X connect 0 0 5 0; #X connect 2 0 5 0; #X connect 3 0 5 1; #X connect 4 0 5 2; #X connect 5 0 1 0; #X restore 281 227 pd scroll; #X obj 281 281 pix_texture; #X obj 197 184 gemwin; #X msg 29 42 create; #X msg 212 151 destroy; #X obj 353 75 step~; #X msg 353 39 0 64; #X obj 417 142 osc~ 1; #X obj 417 187 *~ 0.5; #X obj 417 163 +~ 1; #X obj 523 70 gemhead; #X obj 523 207 pix_texture; #N canvas 158 400 450 319 noscroll 0; #X obj 68 111 inlet; #X obj 68 277 outlet; #X obj 154 92 inlet~; #X obj 205 91 inlet~; #X obj 258 91 inlet~; #X obj 68 158 pix_sig2pix~ 64 1024; #X obj 335 78 osc~ 1; #X obj 335 123 *~ 0.5; #X obj 335 99 +~ 1; #X obj 335 35 t f b; #X msg 372 57 0; #X obj 335 12 r freq; #X obj 256 206 block~ 65536 16; #X connect 0 0 5 0; #X connect 2 0 5 0; #X connect 3 0 5 1; #X connect 4 0 5 2; #X connect 5 0 1 0; #X connect 6 0 8 0; #X connect 7 0 5 1; #X connect 8 0 7 0; #X connect 9 0 6 0; #X connect 9 1 10 0; #X connect 10 0 6 1; #X connect 11 0 9 0; #X restore 523 166 pd noscroll; #X obj 281 323 square 2; #X obj 523 253 square 2; #X obj 281 302 translateXYZ -2 0 0; #X obj 523 231 translateXYZ 2 -0 0; #X obj 417 98 t f b; #X msg 454 120 0; #X obj 417 75 r freq; #X obj 416 53 s freq; #X floatatom 416 28 5 0 0; #X text 31 344 NOTE:; #X text 50 378 the scrolling on the left side appears , because the signals of the parent-patch (this) are overlapped via the [block~] object (inside the [pd ...]); #X text 50 430 on the right side , no scrolling appears , because the signals are generated withing the sub-patch and thus are not affected by the [block~]; #X text 55 474 however , we still need the overlap factor , since we would get so damned few frames/sec without it; #X text 50 516 an oversampling-factor would do the same (but there is a bug withing pd-0.35 (<test24) that will make oscillators not so useful within resampled patches. i hope this will be fixed soon.; #X msg 42 191 ; pd dsp 1; #X msg 174 46 START; #X obj 42 139 t f f; #X msg 42 114 1; #X floatatom 197 96 1 0 0; #X text 31 24 1.); #X text 171 28 2.); #X connect 1 0 2 0; #X connect 2 0 3 0; #X connect 3 0 17 0; #X connect 5 0 4 0; #X connect 6 0 4 0; #X connect 7 0 2 1; #X connect 8 0 7 0; #X connect 9 0 11 0; #X connect 10 0 2 2; #X connect 11 0 10 0; #X connect 12 0 14 0; #X connect 13 0 18 0; #X connect 14 0 13 0; #X connect 17 0 15 0; #X connect 18 0 16 0; #X connect 19 0 9 0; #X connect 19 1 20 0; #X connect 20 0 9 1; #X connect 21 0 19 0; #X connect 23 0 22 0; #X connect 30 0 32 0; #X connect 31 0 29 0; #X connect 31 1 33 0; #X connect 32 0 31 0; #X connect 33 0 4 0;