[PD] multiple_window feature of Gem?

slimboyfatboyslim slimboyfatboyslim at slimboyfatboyslim.org
Mon Mar 21 17:34:32 CET 2005


hi,

may be you should check out the developer's list, apparently James had 
done something on it.

Cheers,
SFS

On 21 Mar 05, at 5:04 PM, B. Bogart wrote:

> The simplist solution:
>
> #1. Make your world in pd/Gem.
> #2. Make your patch OSC controllable
>     (have an OSC name for each object you want to control.)
> #3. Copy the patch to each machine running each projector.
> #4. for each copy (each machine) change the view via the
>     "view" gemwin method.
> #5. On your "control" machine send the OSC values out that you
>     use to set each gem paramter.
>
> Ideally you could multicast the OSC data over the projection machines 
> so
> you only need to send the data once... (no support in pd for
> multicasting netsend yet...)
>
> I've cced Sebastien Roy of UofMontreal who is working on the Open
> Territories immersive projection system. It is controlled by pure-data
> but pure-data is not doing the rendering part.
>
> Also my v_ abstractions that are GOPS that send their values over OSC
> and will also receive on OSC. You just make one patch with the
> abstractions, copy it. On the client (master) you put in a v_oscout and
> on the server (slave) you put in a v_oscin then like magic both patches
> are synced... This project is not longer being supported, and hopefully
> all the functionality will eventually get rolled into pixelTANGO.
>
> b>
>
> Mike Wozniewski wrote:
>> Hi.
>>
>> I've found some mention to the "multiple_window" of Gem. How do I get
>> started with this? Are there any docs that describe how to get Gem
>> working in multiple windows?
>>
>> Also, we're trying to run Gem in an immersive environment, with 
>> several
>> projectors maintained by different machines. Originally, we were going
>> to have multiple copies of the same Pd/Gem environment running on each
>> machine, with some synchronization controls being sent through the
>> network. But I'm excited about using the multiple_window feature to
>> perhaps have only one machine running the environment, and just 
>> sending
>> the other Gem windows to the other machines. Can someone explain how I
>> would go about doing this?
>>
>> At some point, IOhannes said:
>>
>> "it is kind of X-forwarding; my guess was, that since X is forwarding
>> only the openGL-instructions (instead of the window "pixel" contents)
>> this should be fast enough (except when big textures are involved, 
>> where
>> we are at the stage of normal pixel-forwarding)"
>>
>> How do I send the multiple Gem windows to various other machines in 
>> this
>> lite fashion so that only openGL instructions are sent, and not the 
>> full
>> contents?
>>
>> Also, if James Tittle is out there:
>>
>> Did you ever finish your example patch that shows how to do "frustum
>> culled" rendering with multiple windows in Gem? It is quite essential
>> that we be able to display different views of our 3D environment on 
>> each
>> of the screens, and that the viewing frustums line up according to
>> screen geometry. Any examples that you have of this would be greatly
>> appreciated.
>>
>> Thanks a ton,
>> Mike Wozniewski
>>
slimboyfatboyslim
http://www.slimboyfatboyslim.org





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