Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM? So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not support that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?
On 8/21/08, marius schebella marius.schebella@gmail.com wrote:
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not support that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
Adityo Pratomo wrote:
and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?
no, I have not figured out a method yet to do this inside the pd world. for now you really have to go with the solution claude posted. marius.
On 8/21/08, marius schebella marius.schebella@gmail.com wrote:
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not support that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
As far as I know the UV thing is as much about the cube as it is the texture?
Even if you play with the texture coords, the textures on the cube does not wrap over the edges.
This leads me to believe that the cube is actually 6 squares put together. So that is certainly the best thing to recreate, make your own cube from Gem squares.
As for "uv support" seems a close step would be a gem cube that is designed as a single poly and so that texture coords could be used to move the texture around? I suppose texture project becomes a problem then...
I'm just thinking aloud.
.b.
marius schebella wrote:
Adityo Pratomo wrote:
and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?
no, I have not figured out a method yet to do this inside the pd world. for now you really have to go with the solution claude posted. marius.
On 8/21/08, marius schebella marius.schebella@gmail.com wrote:
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not support that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
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You would have to have a texture prepared for folding over the six sides. In most cases this would involve a larger power of two texture with the cross shaped texture inside it. For something like a movie file this would be impractical. Building this in GEM is the most flexible method.
Ben, I thought you had made an abstraction many years ago to put a texture on each side of a cube?
On Thu, Aug 21, 2008 at 12:14 PM, B. Bogart ben@ekran.org wrote:
As far as I know the UV thing is as much about the cube as it is the texture?
Even if you play with the texture coords, the textures on the cube does not wrap over the edges.
This leads me to believe that the cube is actually 6 squares put together. So that is certainly the best thing to recreate, make your own cube from Gem squares.
As for "uv support" seems a close step would be a gem cube that is designed as a single poly and so that texture coords could be used to move the texture around? I suppose texture project becomes a problem then...
I'm just thinking aloud.
.b.
marius schebella wrote:
Adityo Pratomo wrote:
and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?
no, I have not figured out a method yet to do this inside the pd world. for now you really have to go with the solution claude posted. marius.
On 8/21/08, marius schebella marius.schebella@gmail.com wrote:
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not
support
that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know
i
should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
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If anyone does make a cube from squares please do publish it for others! (perhaps in the gem abstractions folder?)
I made a cube of curve3d objects... Which is certainly not great in terms of performance as a normal cube! I never published it, if there is interest I'll stick it in Gem SVN.
.b.
chris clepper wrote:
You would have to have a texture prepared for folding over the six sides. In most cases this would involve a larger power of two texture with the cross shaped texture inside it. For something like a movie file this would be impractical. Building this in GEM is the most flexible method.
Ben, I thought you had made an abstraction many years ago to put a texture on each side of a cube?
On Thu, Aug 21, 2008 at 12:14 PM, B. Bogart <ben@ekran.org mailto:ben@ekran.org> wrote:
As far as I know the UV thing is as much about the cube as it is the texture? Even if you play with the texture coords, the textures on the cube does not wrap over the edges. This leads me to believe that the cube is actually 6 squares put together. So that is certainly the best thing to recreate, make your own cube from Gem squares. As for "uv support" seems a close step would be a gem cube that is designed as a single poly and so that texture coords could be used to move the texture around? I suppose texture project becomes a problem then... I'm just thinking aloud. .b. marius schebella wrote: > Adityo Pratomo wrote: >> and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe? > > no, I have not figured out a method yet to do this inside the pd world. > for now you really have to go with the solution claude posted. > marius. > >> On 8/21/08, marius schebella <marius.schebella@gmail.com <mailto:marius.schebella@gmail.com>> wrote: >>> Claude Heiland-Allen wrote: >>>> Adityo Pratomo wrote: >>>>> Hi there everyone, i have a question here. How can i write different >>>>> images on every different sides of a cube in GEM? >>>> Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd >>>> make a cube out of 6 [square]s with appropriate transformations. >>>> [separator] would be useful here. >>> the more elegant way would be UV-mapping, where you put all 6 sides in >>> one texture and then apply it to the 3d object. but GEM does not support >>> that. >>> marius. >>> >>>>> So that when i >>>>> rotate a cube, i could see a certain image on a certain side. I know i >>>>> should use [pix_image] and [pix_texture] but how can i achieve my >>>>> goal? I kinda lost here. Many thanks for any suggestions. :-) >>>> Claude >> > > > _______________________________________________ > Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list > _______________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Yes, please publish this. A cube from separate squares would be great for exploding outward/inward too. You could do all sorts of neat decompositions of a solid with this.
~Kyle
On Thu, Aug 21, 2008 at 4:55 PM, B. Bogart ben@ekran.org wrote:
If anyone does make a cube from squares please do publish it for others! (perhaps in the gem abstractions folder?)
I made a cube of curve3d objects... Which is certainly not great in terms of performance as a normal cube! I never published it, if there is interest I'll stick it in Gem SVN.
.b.
chris clepper wrote:
You would have to have a texture prepared for folding over the six sides. In most cases this would involve a larger power of two texture with the cross shaped texture inside it. For something like a movie file this would be impractical. Building this in GEM is the most flexible method.
Ben, I thought you had made an abstraction many years ago to put a texture on each side of a cube?
On Thu, Aug 21, 2008 at 12:14 PM, B. Bogart <ben@ekran.org mailto:ben@ekran.org> wrote:
As far as I know the UV thing is as much about the cube as it is the texture? Even if you play with the texture coords, the textures on the cube
does
not wrap over the edges. This leads me to believe that the cube is actually 6 squares put together. So that is certainly the best thing to recreate, make your
own
cube from Gem squares. As for "uv support" seems a close step would be a gem cube that is designed as a single poly and so that texture coords could be used to move the texture around? I suppose texture project becomes a problem then... I'm just thinking aloud. .b. marius schebella wrote: > Adityo Pratomo wrote: >> and how can i use that uv-mapping? pdp or pidipi or pixeltango
maybe?
> > no, I have not figured out a method yet to do this inside the pd world. > for now you really have to go with the solution claude posted. > marius. > >> On 8/21/08, marius schebella <marius.schebella@gmail.com <mailto:marius.schebella@gmail.com>> wrote: >>> Claude Heiland-Allen wrote: >>>> Adityo Pratomo wrote: >>>>> Hi there everyone, i have a question here. How can i write different >>>>> images on every different sides of a cube in GEM? >>>> Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd >>>> make a cube out of 6 [square]s with appropriate transformations. >>>> [separator] would be useful here. >>> the more elegant way would be UV-mapping, where you put all 6 sides in >>> one texture and then apply it to the 3d object. but GEM does not support >>> that. >>> marius. >>> >>>>> So that when i >>>>> rotate a cube, i could see a certain image on a certain side. I know i >>>>> should use [pix_image] and [pix_texture] but how can i achieve
my
>>>>> goal? I kinda lost here. Many thanks for any suggestions. :-) >>>> Claude >> > > > _______________________________________________ > Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list > _______________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
Adityo Pratomo skrev:
i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
try attached.
.:..:.::::.:..:.
mvh Stef
#N canvas 513 3 538 473 10; #X declare -lib gem; #X obj 131 41 declare -lib gem; #X obj 131 128 gemwin; #X msg 141 89 0 , destroy; #X obj 134 164 gemhead; #X msg 131 65 lighting 1 , create , 1; #X obj 136 265 gemhead; #X floatatom 177 298 5 0 0 0 - - -; #X floatatom 251 299 5 0 0 0 - - -; #X obj 136 408 square; #X floatatom 186 387 5 0 0 0 - - -; #N canvas 433 24 674 632 transform 0; #X obj 75 528 outlet; #X obj 120 6 inlet; #X obj 173 309 unpack f f f; #X obj 284 237 list split 3; #X obj 75 130 gemhead; #X obj 368 339 unpack f f f; #X obj 75 491 rotateXYZ; #X obj 294 309 inlet; #X obj 492 340 inlet; #X obj 155 113 t b l b; #X obj 206 139 outlet; #X obj 120 33 b; #X floatatom 106 232 5 0 0 0 - - -; #X msg 155 62 0 0 1 0 0 0 , 0 0 -1 0 -180 0 , -1 0 0 0 -90 0 , 1 0 0 0 90 0 , 0 1 0 -90 0 0 , 0 -1 0 90 0 0; #X floatatom 151 232 5 0 0 0 - - -; #X floatatom 190 231 5 0 0 0 - - -; #X obj 173 345 *; #X obj 215 345 *; #X obj 275 352 *; #X obj 368 375 *; #X obj 410 375 *; #X obj 470 382 *; #X floatatom 184 180 5 0 0 0 - - -; #X obj 75 265 rotateXYZ 212 45 -4; #X obj 75 391 translateXYZ; #X obj 75 201 translateXYZ 0 0 -1; #X connect 1 0 11 0; #X connect 2 0 16 0; #X connect 2 1 17 0; #X connect 2 2 18 0; #X connect 3 0 2 0; #X connect 3 1 5 0; #X connect 4 0 25 0; #X connect 5 0 19 0; #X connect 5 1 20 0; #X connect 5 2 21 0; #X connect 6 0 0 0; #X connect 7 0 16 1; #X connect 7 0 17 1; #X connect 7 0 18 1; #X connect 8 0 19 1; #X connect 8 0 20 1; #X connect 8 0 21 1; #X connect 9 0 4 0; #X connect 9 1 3 0; #X connect 9 2 10 0; #X connect 11 0 13 0; #X connect 12 0 23 1; #X connect 13 0 9 0; #X connect 14 0 23 2; #X connect 15 0 23 3; #X connect 16 0 24 1; #X connect 17 0 24 2; #X connect 18 0 24 3; #X connect 19 0 6 1; #X connect 20 0 6 2; #X connect 21 0 6 3; #X connect 22 0 25 3; #X connect 23 0 24 0; #X connect 24 0 6 0; #X connect 25 0 23 0; #X restore 136 337 pd transform to cube; #X obj 134 204 world_light; #X obj 204 159 loadbang; #X text 154 296 r *; #X text 217 296 phi *; #X msg 195 180 0.01 0.79 0.87; #X msg 204 263 1; #X connect 2 0 1 0; #X connect 3 0 11 0; #X connect 4 0 1 0; #X connect 5 0 10 0; #X connect 6 0 10 1; #X connect 7 0 10 2; #X connect 9 0 8 1; #X connect 10 0 8 0; #X connect 12 0 15 0; #X connect 12 0 16 0; #X connect 15 0 11 1; #X connect 16 0 6 0; #X connect 16 0 7 0;
Yes! That is sweet. Thanks!
~Kyle
On Sun, Aug 24, 2008 at 4:33 AM, Steffen Leve Poulsen < slagmark@worldonline.dk> wrote:
Adityo Pratomo skrev:
i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
try attached.
.:..:.::::.:..:.
mvh Stef
#N canvas 513 3 538 473 10; #X declare -lib gem; #X obj 131 41 declare -lib gem; #X obj 131 128 gemwin; #X msg 141 89 0 , destroy; #X obj 134 164 gemhead; #X msg 131 65 lighting 1 , create , 1; #X obj 136 265 gemhead; #X floatatom 177 298 5 0 0 0 - - -; #X floatatom 251 299 5 0 0 0 - - -; #X obj 136 408 square; #X floatatom 186 387 5 0 0 0 - - -; #N canvas 433 24 674 632 transform 0; #X obj 75 528 outlet; #X obj 120 6 inlet; #X obj 173 309 unpack f f f; #X obj 284 237 list split 3; #X obj 75 130 gemhead; #X obj 368 339 unpack f f f; #X obj 75 491 rotateXYZ; #X obj 294 309 inlet; #X obj 492 340 inlet; #X obj 155 113 t b l b; #X obj 206 139 outlet; #X obj 120 33 b; #X floatatom 106 232 5 0 0 0 - - -; #X msg 155 62 0 0 1 0 0 0 , 0 0 -1 0 -180 0 , -1 0 0 0 -90 0 , 1 0 0 0 90 0 , 0 1 0 -90 0 0 , 0 -1 0 90 0 0; #X floatatom 151 232 5 0 0 0 - - -; #X floatatom 190 231 5 0 0 0 - - -; #X obj 173 345 *; #X obj 215 345 *; #X obj 275 352 *; #X obj 368 375 *; #X obj 410 375 *; #X obj 470 382 *; #X floatatom 184 180 5 0 0 0 - - -; #X obj 75 265 rotateXYZ 212 45 -4; #X obj 75 391 translateXYZ; #X obj 75 201 translateXYZ 0 0 -1; #X connect 1 0 11 0; #X connect 2 0 16 0; #X connect 2 1 17 0; #X connect 2 2 18 0; #X connect 3 0 2 0; #X connect 3 1 5 0; #X connect 4 0 25 0; #X connect 5 0 19 0; #X connect 5 1 20 0; #X connect 5 2 21 0; #X connect 6 0 0 0; #X connect 7 0 16 1; #X connect 7 0 17 1; #X connect 7 0 18 1; #X connect 8 0 19 1; #X connect 8 0 20 1; #X connect 8 0 21 1; #X connect 9 0 4 0; #X connect 9 1 3 0; #X connect 9 2 10 0; #X connect 11 0 13 0; #X connect 12 0 23 1; #X connect 13 0 9 0; #X connect 14 0 23 2; #X connect 15 0 23 3; #X connect 16 0 24 1; #X connect 17 0 24 2; #X connect 18 0 24 3; #X connect 19 0 6 1; #X connect 20 0 6 2; #X connect 21 0 6 3; #X connect 22 0 25 3; #X connect 23 0 24 0; #X connect 24 0 6 0; #X connect 25 0 23 0; #X restore 136 337 pd transform to cube; #X obj 134 204 world_light; #X obj 204 159 loadbang; #X text 154 296 r *; #X text 217 296 phi *; #X msg 195 180 0.01 0.79 0.87; #X msg 204 263 1; #X connect 2 0 1 0; #X connect 3 0 11 0; #X connect 4 0 1 0; #X connect 5 0 10 0; #X connect 6 0 10 1; #X connect 7 0 10 2; #X connect 9 0 8 1; #X connect 10 0 8 0; #X connect 12 0 15 0; #X connect 12 0 16 0; #X connect 15 0 11 1; #X connect 16 0 6 0; #X connect 16 0 7 0;
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wow, thank you very much. I'll give it a try..
On 8/24/08, Steffen Leve Poulsen slagmark@worldonline.dk wrote:
Adityo Pratomo skrev:
i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
try attached.
.:..:.::::.:..:.
mvh Stef
The attached example works great.
Going slightly off topic, if I am not mistaken, the rectangle on the top of the cube is rendered twice as seen in some other cases I've seen in patches using the "dual gemhead" technique. Disabling the [gemhead] by sending it a 0 seems to avoid this.
Since this seems to be a common usage, is there a way to have a gemhead already turned off on creation? (put it in a state as if it had a "0" sent to its inlet) If not done yet, are there any plans to implement arguments that will do this? I thought of -1 for a second but according to the help file, [gemhead] seems to accept negative numbers so I guess it is not an option..
-- David Shimamoto
Adityo Pratomo skrev:
i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
try attached.
.:..:.::::.:..:.
mvh Stef
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PSPunch a écrit :
The attached example works great.
Going slightly off topic, if I am not mistaken, the rectangle on the top of the cube is rendered twice as seen in some other cases I've seen in patches using the "dual gemhead" technique. Disabling the [gemhead] by sending it a 0 seems to avoid this.
Since this seems to be a common usage, is there a way to have a gemhead already turned off on creation? (put it in a state as if it had a "0" sent to its inlet) If not done yet, are there any plans to implement arguments that will do this? I thought of -1 for a second but according to the help file, [gemhead] seems to accept negative numbers so I guess it is not an option..
what is the problem with : [loadbang] | [0<
???
-- David Shimamoto
Adityo Pratomo skrev:
i've tried this method yesterday, buat still found it hard to "stick" the square's edge to form a cube. It still looked like a cube, but it's not solid
try attached.
.:..:.::::.:..:.
mvh Stef
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Hi cyrille
what is the problem with : [loadbang] | [0<
Yes, that will work.
For example, [gemwin] starts out disabled and without the window showing, or say, [metro] being off by default.
It is reasonable that [gemhead] is on by default, but being able to state in the object itself, self concluding, that it is intended to being off may make help clear its function.
Maybe I just feel so because the "dual gemhead" method is something I use regularly with my Gem projects.
-- David Shimamoto
can anyone point out to me a nice pure-pd resonant lowpass filter?
the only lowpass filter i know about is vcf_lp2~ from iemlib, but i can't use iemlib in the project i'm working on.
so - how do i make a resonant lowpass resonant filter? can i chain two biquad~s together? or is there some other trick?
thanks d
Damian Stewart wrote:
can anyone point out to me a nice pure-pd resonant lowpass filter?
I made one a while ago, following miller's book, not necessarily nice but it is a resonant lowpass filter...
http://lists.puredata.info/pipermail/pd-list/2007-11/056865.html
Claude
Damian Stewart wrote:
can anyone point out to me a nice pure-pd resonant lowpass filter?
the only lowpass filter i know about is vcf_lp2~ from iemlib, but i can't use iemlib in the project i'm working on.
so - how do i make a resonant lowpass resonant filter? can i chain two biquad~s together? or is there some other trick?
thanks d
to answer my own question: use [biquad~] with coefficients taken from the [lowpass] external.
now, to turn the [lowpass] external into pure-pd...
Damian Stewart wrote:
to answer my own question: use [biquad~] with coefficients taken from the [lowpass] external.
i while ago i have tried to build a resonant lp with biquad~, but had problems with clicks, when the coefficient were changed (even with quite slow changes). only very slow changes did not produce clicks, which is a little strange, since biquad-filters in my vst-plugins do not produce any clicks (and i compute the coefficients only every 96 samples or so (iirr), i use "the other" biquad form though.
i had better luck with the cpole/zero~ objects, the result sounded at least like a resonant lp, good enough for a little "squelchy bassline synth". though i still have not found out how to calculate the a0 (volume level scaling) coefficient right (and i could not get hold of the book that was reccomended on the list yet)
bis denn! martin
Quoting PSPunch shima@pspunch.com:
Yes, that will work.
For example, [gemwin] starts out disabled and without the window showing, or say, [metro] being off by default.
It is reasonable that [gemhead] is on by default, but being able to state in the object itself, self concluding, that it is intended to being off may make help clear its function.
i totally agree.
however, since i am currently planning to replace [gemhead] with an
abstraction, which would allow you define the behaviour as you like
it, i don't want to add complexity to the current implementation.
don't know when this will be implemented yet, but it is rather high on
my todo list.
mfga.r IOhannes
This message was sent using IMP, the Internet Messaging Program.
Hallo, zmoelnig@iem.at hat gesagt: // zmoelnig@iem.at wrote:
however, since i am currently planning to replace [gemhead] with an
abstraction, which would allow you define the behaviour as you like
it, i don't want to add complexity to the current implementation. don't know when this will be implemented yet, but it is rather high on
my todo list.
And of course one could do a little wrapper [gemhead-off] immediatly for this. Or even wrap the whole double gemhead into an abstraction as attached.
Frank
Frank Barknecht a écrit :
Hallo, zmoelnig@iem.at hat gesagt: // zmoelnig@iem.at wrote:
however, since i am currently planning to replace [gemhead] with an
abstraction, which would allow you define the behaviour as you like
it, i don't want to add complexity to the current implementation. don't know when this will be implemented yet, but it is rather high on
my todo list.And of course one could do a little wrapper [gemhead-off] immediatly for this. Or even wrap the whole double gemhead into an abstraction as attached.
the best would be not to use the double gemhead trick, but the "repeat" (or until) trick instead : it's faster, and don't have this problem, so i think it's easier to understand.
see attachment cyrille
Ciao
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#N canvas 366 83 738 436 10; #X obj 118 73 gemwin; #X msg 118 47 create , 1; #X msg 121 154 -2.72 1.52 , -1.12 0.56 , 3.04 -1.68 , -2.8 3.92 , -2.48 3.28 , -0.4 -0.72 , -3.92 -2.64 , 1.2 -3.28 , -1.04 -2.16 , 1.76 -0.24 , 0.8 -1.68 , 3.36 -2.88 , 0.88 -3.52 , 0.72 2.64 , -3.28 -1.68 , 2.72 -1.04 , 1.92 -2.56 , -1.68 2 , 0.32 3.52 ,; #X text 256 126 do something here:; #X obj 121 107 gemhead; #X obj 121 237 gemlist; #X obj 121 131 t b a; #X obj 121 259 separator; #X obj 121 216 t b l; #X obj 121 309 translateXYZ; #X obj 148 284 unpack 0 0; #X obj 122 331 square 0.1; #X connect 1 0 0 0; #X connect 2 0 8 0; #X connect 4 0 6 0; #X connect 5 0 7 0; #X connect 6 0 2 0; #X connect 6 1 5 1; #X connect 7 0 9 0; #X connect 8 0 5 0; #X connect 8 1 10 0; #X connect 9 0 11 0; #X connect 10 0 9 1; #X connect 10 1 9 2;
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
the best would be not to use the double gemhead trick, but the "repeat" (or until) trick instead : it's faster, and don't have this problem, so i think it's easier to understand.
Yes: Everyone is on the latest Gem should use gemlist instead of the old double gemhead approach.
Frank
Hallo, Frank Barknecht hat gesagt: // Frank Barknecht wrote:
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
the best would be not to use the double gemhead trick, but the "repeat" (or until) trick instead : it's faster, and don't have this problem, so i think it's easier to understand.
Yes: Everyone is on the latest Gem should use gemlist instead of the old double gemhead approach.
oh, and of course if people have been usign some abstraction like the dgemhead, it's easy to update it to use [gemlist], if that's available.
Frank
We are talking about [gemlist]. Is there a difference with [any] ? Thanx. ++
Jack
Le 25 août 08 à 18:51, Frank Barknecht a écrit :
Hallo, Frank Barknecht hat gesagt: // Frank Barknecht wrote:
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
the best would be not to use the double gemhead trick, but the
"repeat" (or until) trick instead : it's faster, and don't have this problem,
so i think it's easier to understand.Yes: Everyone is on the latest Gem should use gemlist instead of
the old double gemhead approach.oh, and of course if people have been usign some abstraction like the dgemhead, it's easy to update it to use [gemlist], if that's
available.Ciao
Frank
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Jack a écrit :
We are talking about [gemlist]. Is there a difference with [any] ?
"gemlist" is a gem object, that work only with gem data
"any" is an (iem) external that work with any data.
you can replace "gemlist" with "any" in your patch, but gemlist should work without any dependency (except Gem of course)
cyrille
Thanx. ++
Jack
Le 25 août 08 à 18:51, Frank Barknecht a écrit :
Hallo, Frank Barknecht hat gesagt: // Frank Barknecht wrote:
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
the best would be not to use the double gemhead trick, but the
"repeat" (or until) trick instead : it's faster, and don't have this problem,
so i think it's easier to understand.Yes: Everyone is on the latest Gem should use gemlist instead of
the old double gemhead approach.oh, and of course if people have been usign some abstraction like the dgemhead, it's easy to update it to use [gemlist], if that's
available.Ciao
Frank
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OK, thank you for the precisions. ++
Jack
Le 25 août 08 à 19:32, cyrille henry a écrit :
Jack a écrit :
We are talking about [gemlist]. Is there a difference with [any] ?
"gemlist" is a gem object, that work only with gem data
"any" is an (iem) external that work with any data.
you can replace "gemlist" with "any" in your patch, but gemlist
should work without any dependency (except Gem of course)cyrille
Thanx. ++ Jack Le 25 août 08 à 18:51, Frank Barknecht a écrit :
Hallo, Frank Barknecht hat gesagt: // Frank Barknecht wrote:
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
the best would be not to use the double gemhead trick, but the
"repeat" (or until) trick instead : it's faster, and don't have this
problem, so i think it's easier to understand.Yes: Everyone is on the latest Gem should use gemlist instead
of the old double gemhead approach.oh, and of course if people have been usign some abstraction like
the dgemhead, it's easy to update it to use [gemlist], if that's
available.Ciao
Frank
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Thanks all for the ideas.
I thought the dgemhead and repeat methods were just a matter of preference. If one is trendy and the other out dated, I guess I can just drop the one said to be less efficient.
-- David Shimamoto
PSPunch wrote:
I thought the dgemhead and repeat methods were just a matter of preference. If one is trendy and the other out dated, I guess I can just drop the one said to be less efficient.
as far as I understand it, there are now 3 methods:
1: double [gemhead] 2: [repeat] 3: [until] with [gemlist]
1 requires only Gem, but is least efficient 2 requires Gem and zexy, but is most efficient 3 requires only Gem, but Gem newer than a certain version 3 is very close to 2 in efficiency
They may also have different behaviour, I think (1) implies a built-in [separator] which may or may not be what you want?
Please correct this if I'm wrong!
Claude
Claude Heiland-Allen a écrit :
PSPunch wrote:
I thought the dgemhead and repeat methods were just a matter of preference. If one is trendy and the other out dated, I guess I can just drop the one said to be less efficient.
as far as I understand it, there are now 3 methods:
1: double [gemhead] 2: [repeat] 3: [until] with [gemlist]
2 and 3 is the same "trick". it used to be made with repeat, but since the gemlist object you can now make it external free.
1 requires only Gem, but is least efficient 2 requires Gem and zexy, but is most efficient 3 requires only Gem, but Gem newer than a certain version 3 is very close to 2 in efficiency
They may also have different behaviour, I think (1) implies a built-in [separator] which may or may not be what you want?
yes, the repeat trick have an optional separator, so it's more flexible and can be used for iterative process like LSystem.
cyrille
Please correct this if I'm wrong!
Claude
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