Kyle Klipowicz | 1 Jan 11:16 2010
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Re: select audio & midi from patch

Thanks!

~Kyle

On Thu, Dec 31, 2009 at 1:30 PM, mark edward grimm <mgrimm <at> syr.edu> wrote:
ooops.. now attached.

m

On Thu, Dec 31, 2009 at 2:29 PM, mark edward grimm <mgrimm <at> syr.edu> wrote:
> ah yeah thanks hans... i didn't know that example patch was included.
> thanks for the help!
>
> my patch attached.
>
> m
>
> On Thu, Dec 31, 2009 at 1:01 PM, Kyle Klipowicz <kyleklip <at> gmail.com> wrote:
>> Please post your final patch!
>>
>> ~Kyle
>>
>> On Wed, Dec 30, 2009 at 7:43 PM, Hans-Christoph Steiner <hans <at> at.or.at>
>> wrote:
>>>
>>> Check out hcs/get-audio-dialog and hcs/get-midi-dialog, they are included
>>> in Pd-extended.
>>>
>>> .hc
>>>
>>> On Dec 30, 2009, at 2:34 PM, mark edward grimm wrote:
>>>
>>>> ... continuing this thread:
>>>> http://lists.puredata.info/pipermail/pd-list/2008-09/064895.html
>>>>
>>>> maybe there is a thread more recent than Mon Sep 8 04:06:35 CEST 2008 on
>>>> this?
>>>>
>>>> Anyway.... I am on OSX pd-extended 10.6.2. The attached patch seems to
>>>> work 'ok'. BUT for some reason 1) I have to bang the message twice to
>>>> load the midi settings in the dialog box and 2) I have to click
>>>> "apply" and/or "OK" for these setting to take effect. I would like to
>>>> automatically change the settings when the patch is loaded without
>>>> banging twice and hitting 'ok' in the properties menu....
>>>>
>>>> sorry. but i couldn't find more recent documentation on this....
>>>>
>>>> Cheers!
>>>> mark
>>>> <audiomidi_properties.pd>_______________________________________________
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>>>
>>>
>>>
>>>
>>>
>>> ----------------------------------------------------------------------------
>>>
>>> 'You people have such restrictive dress for women,’ she said, hobbling
>>> away in three inch heels and panty hose to finish out another pink-collar
>>> temp pool day.  - “Hijab Scene #2", by Mohja Kahf
>>>
>>>
>>>
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>
>
>
> --
> ____________________
> mark edward grimm | m.f.a | ed.m
> syracuse u. | vpa foundations | timearts
> adjunct | new media consultant
> megrimm.net | socialmediagroup.org
> mgrimm <at> syr.edu | 315.378.2136
> _________________________________
>



--
____________________
mark edward grimm | m.f.a | ed.m
syracuse u. | vpa foundations | timearts
adjunct | new media consultant
megrimm.net | socialmediagroup.org
mgrimm <at> syr.edu | 315.378.2136
_________________________________

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Ed Kelly | 1 Jan 13:20 2010
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Re: phase mod

Here you go!

Ed

Metastudio 3 for Pure Data - Free download at:
http://sharktracks.co.uk/puredata

--- On Mon, 28/12/09, y <yvan.pd <at> gmail.com> wrote:

> From: y <yvan.pd <at> gmail.com>
> Subject: Re: [PD] phase mod
> To: pd-list <at> iem.at
> Date: Monday, 28 December, 2009, 21:02
> yeah but I prefer to stick to vanilla
> (although it looks like pd-extended improved quite a bit
> since 1++ years ago, congrats =)
> I was also curious about using phase-mod (dsp-wise) without
> any signal phase inlet in the oscillator.
> 
> cheers,
> _y
> 
> 
> Hans-Christoph Steiner wrote:
> > 
> > You can use a clone of Max's cycle~. 
> [cyclone/cycle~].
> > 
> > .hc
> > 
> > On Dec 28, 2009, at 5:07 AM, y wrote:
> > 
> >> hello
> >> 
> >> while trying to port some phase mod sc patches to
> pd, I realized that [osc~] does not accept signal in its
> phase inlet (while sc's SinOsc and max's cycle~ do).
> >> what would be the best way to do phase modulation
> on sine waves in pd then ?
> >> 
> >> thanks,
> >> _y
> >> 
> >> ps: I'm using pd-0.42-5 on linux
> 
> 
> _______________________________________________
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> mailing list
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>

      
Attachment (pcycle~.pd): text/x-puredata, 423 bytes
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Matteo Sisti Sette | 1 Jan 16:05 2010
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gl stack underflow

Hi,

I know the question is pretty generic, but hopefully there's some common 
cause of this kind of error or something:

Basically the short version is, what can cause a GL stack UNDERflow error???

I have written a simple fragment shader in glsl for blending two texture 
in different classic blending modes (add, multiply, difference...); I 
have a few (16) instances of the same shader (an abstraction containing 
a [glsl_fragment], a [glsl_vertex] and a [glsl_program], the abstraction 
being repeated 16 times) rendering at the same time.
I am using uniform variables to tell each "instance" what texture to use 
and I use the message [texunit ...( to [pix_texture] objects in order to 
"name" the textures with some numbers.

Now, I am getting some unexpected results like: the texture being used 
is not the one I expect, so I am trying to debug my own work since 
there's certainly some stupid error, but
I have realized that the console shows this error message:

GL: subdesbordamiento de pila

which is in spanish and I guess it is a bad translation of "stack 
underflow".
While I can easily think about errors I may make that may produce stack 
OVERflows, I really can't figure out what the hell I may have done wrong 
that may cause a stack UNDERflow. I don't know what kind of anomaly to 
look for.

At the moment I can't attach the patch, however it wouldn't be of great 
use: I would need to isolate the problem but I don't know where to start 
from. I attach the fragment shader in case it is of any help though I 
doubt it.

My hope is that there is something very "typical" to take care of which 
"usually" cause stack underflows.

For example is it a problem that I sometimes "cut off" a piece of 
rendering chain in order to not display some objects?? i.e.

[gemhead]
|
(....)
|
|     |
[spigot]
|
(...)

I do this very often but this is the first time I use shaders. Is there 
something I should do (e.g. some message to send to the [glsl_program]) 
when  it starts/stops receiving the gemlist????

Any help will be greatly appreciated

Thanks in advance
m.

-- 
Matteo Sisti Sette
matteosistisette <at> gmail.com
http://www.matteosistisette.com
uniform sampler2D curtex;
uniform sampler2D bgndtex;
uniform int blendmode;

uniform float cropleft, cropright, croptop, cropbottom;

float computeGrey(vec4 srccolor);

void main (void)
{
 vec2 xy=gl_TexCoord[0].st;
 float x=gl_TexCoord[0].s;
 float y=gl_TexCoord[0].t;

 vec4 frontcolor = texture2D(curtex, xy);

 float bx=x*cropright+(1.-x)*cropleft;
 float by=y*croptop+(1.-y)*cropbottom;

 vec4 bgndcolor = texture2D(bgndtex,vec2(bx,by));

 if (blendmode==0) //normal
  gl_FragColor = frontcolor;
 else if (blendmode==1) //add
  gl_FragColor = frontcolor + bgndcolor;
 else if (blendmode==2) //multiply
  gl_FragColor = frontcolor * bgndcolor;
 else if (blendmode==3) { //difference
  float frontgrey=computeGrey(frontcolor);
  float bggrey=computeGrey(bgndcolor);
  float resultgrey=abs(frontgrey-bggrey);
  gl_FragColor=vec4(resultgrey, resultgrey, resultgrey, 1.);
 }
 else { //subtract
  float frontgrey=computeGrey(frontcolor);
  float bggrey=computeGrey(bgndcolor);
  float resultgrey=max(0.,min(1.,bggrey-frontgrey));
  gl_FragColor=vec4(resultgrey,resultgrey,resultgrey,1.);
 }

  gl_FragColor.a=1.;

}

float computeGrey(vec4 srccolor) {
  return 0.3*srccolor.r+0.59*srccolor.g+0.11*srccolor.b;
}
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cyrille henry | 1 Jan 16:15 2010
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Re: [GEM-dev] gl stack underflow


Matteo Sisti Sette a écrit :
> Hi,
> 
> I know the question is pretty generic, but hopefully there's some common 
> cause of this kind of error or something:
> 
> Basically the short version is, what can cause a GL stack UNDERflow 
> error???

you try to get value from the stack when it is empty.

you can have such error when using glPopMatrix without using glPushMatrix...

why do you always send your mail to the pd list AND gem-dev?
this 2 lists are for different purpose, and people on Gem-dev are also on pd-list.

c 

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Matteo Sisti Sette | 1 Jan 16:30 2010
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Re: [GEM-dev] gl stack underflow

cyrille henry escribió:

> you try to get value from the stack when it is empty.
> 
> you can have such error when using glPopMatrix without using 
> glPushMatrix...

First of all thank you for helping.

I never explicitly use these functions, that is, I never use 
[GEMglPopMatrix] nor [GEMglPushMatrix].

I guess [separator] has something to do with pushing and popping from 
that matrix, but shouldn't its push and pop operations always 
automatically "match"?
Whay kind of anomaly in a patch can cause a call to a pop without a 
"matching" push?
Do you think it is unrelated to the use of shaders?
Btw is that the only stack that can underflow?

Thanks

> why do you always send your mail to the pd list AND gem-dev?
> this 2 lists are for different purpose, and people on Gem-dev are also 
> on pd-list.

Oh sorry about that. Maybe I shouldn't; I'll stop doing that right now.
Since there isn't (to my knowledge) a "gem-list", specific to gem but 
not to developing, I thought I'd send gem-related questions to gem-dev 
too... You make me realise it is unnecessary and probably inappropriate, 
if most people in gem-dev are also on pd-list.

--

-- 
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cyrille henry | 1 Jan 16:54 2010
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Re: [GEM-dev] gl stack underflow


Matteo Sisti Sette a écrit :
> cyrille henry escribió:
> 
>> you try to get value from the stack when it is empty.
>>
>> you can have such error when using glPopMatrix without using 
>> glPushMatrix...
> 
> 
> First of all thank you for helping.
> 
> I never explicitly use these functions, that is, I never use 
> [GEMglPopMatrix] nor [GEMglPushMatrix].
> 
> I guess [separator] has something to do with pushing and popping from 
> that matrix, but shouldn't its push and pop operations always 
> automatically "match"?
yes, it should
> Whay kind of anomaly in a patch can cause a call to a pop without a 
> "matching" push?

save your patch. simplify it until it did not print this error. You can then find the cause of this
inappropriate pop...

> Do you think it is unrelated to the use of shaders?
i never saw a shader doing this kind of error.
you can easily test this if you remove the shader from the rendering pipe...

c

> Btw is that the only stack that can underflow?
> 
> Thanks
> 
>> why do you always send your mail to the pd list AND gem-dev?
>> this 2 lists are for different purpose, and people on Gem-dev are also 
>> on pd-list.
> 
> Oh sorry about that. Maybe I shouldn't; I'll stop doing that right now.
> Since there isn't (to my knowledge) a "gem-list", specific to gem but 
> not to developing, I thought I'd send gem-related questions to gem-dev 
> too... You make me realise it is unnecessary and probably inappropriate, 
> if most people in gem-dev are also on pd-list.
> 
> 

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Matteo Sisti Sette | 1 Jan 17:32 2010
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Re: [GEM-dev] gl stack underflow

By the way is there any trick to "track" a GL error to find the object 
triggering it? (apart deleting objects until you find the one)

cyrille henry escribió:
> 
> 
> Matteo Sisti Sette a écrit :
>> cyrille henry escribió:
>>
>>> you try to get value from the stack when it is empty.
>>>
>>> you can have such error when using glPopMatrix without using 
>>> glPushMatrix...
>>
>>
>> First of all thank you for helping.
>>
>> I never explicitly use these functions, that is, I never use 
>> [GEMglPopMatrix] nor [GEMglPushMatrix].
>>
>> I guess [separator] has something to do with pushing and popping from 
>> that matrix, but shouldn't its push and pop operations always 
>> automatically "match"?
> yes, it should
>> Whay kind of anomaly in a patch can cause a call to a pop without a 
>> "matching" push?
> 
> save your patch. simplify it until it did not print this error. You can 
> then find the cause of this inappropriate pop...
> 
>> Do you think it is unrelated to the use of shaders?
> i never saw a shader doing this kind of error.
> you can easily test this if you remove the shader from the rendering 
> pipe...
> 
> c
> 
>> Btw is that the only stack that can underflow?
>>
>> Thanks
>>
>>> why do you always send your mail to the pd list AND gem-dev?
>>> this 2 lists are for different purpose, and people on Gem-dev are 
>>> also on pd-list.
>>
>> Oh sorry about that. Maybe I shouldn't; I'll stop doing that right now.
>> Since there isn't (to my knowledge) a "gem-list", specific to gem but 
>> not to developing, I thought I'd send gem-related questions to gem-dev 
>> too... You make me realise it is unnecessary and probably 
>> inappropriate, if most people in gem-dev are also on pd-list.
>>
>>
> 

--

-- 
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matteosistisette <at> gmail.com
http://www.matteosistisette.com

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chris clepper | 1 Jan 17:52 2010
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Re: [GEM-dev] gl stack underflow

On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette <matteosistisette <at> gmail.com> wrote:

By the way is there any trick to "track" a GL error to find the object triggering it? (apart deleting objects until you find the one)


The GL error comes from the driver, and GEM just asks the driver once per rendering pass if any errors occur.  Doing this check for each object is typically unnecessary and slows down rendering.

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Matteo Sisti Sette | 1 Jan 17:59 2010
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Re: [GEM-dev] gl stack underflow

chris clepper escribió:
> On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette 
> <matteosistisette <at> gmail.com <mailto:matteosistisette <at> gmail.com>> wrote:
> 
>     By the way is there any trick to "track" a GL error to find the
>     object triggering it? (apart deleting objects until you find the one)
> 
> 
> The GL error comes from the driver, and GEM just asks the driver once 
> per rendering pass if any errors occur.  Doing this check for each 
> object is typically unnecessary and slows down rendering.
> 

Oh I see, thanks a lot for clarifying :)

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Matteo Sisti Sette | 1 Jan 18:18 2010
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Re: [GEM-dev] gl stack underflow

Wow wow wow!!!

It seems my underflow problem (now I was getting both underflows and 
overflows) is in some way related to the use of texunits AND 
[gemframebuffer]s.

I still have to understand how exactly the texunit thingie works (the 
"texunit" message to [pix_texture] is not even documented btw), but I 
had been able to use texunits in order to assign textures a "texunit" 
and then refer to these numbers in the shader code to access textures, 
without problems until I began to use them in addition to 
gemframebuffers (without suspecting they could interact).

Well now I have just realized that [gemframebuffer] outputs a message 
like "using texunit N", and I had some messages like this:

[loadbang]
|
[texunit 0(   // or 1
|
[pix_texture]

So I guess I was assigning this texture the same texunit that was used 
by the gemframebuffer; I still have to figure out what it means but I 
guess it is not good.

Removing the texunit messages, now the stack under/overflows seem to 
have disappeared.

Thanks again for your help

m.

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Gmane