[PD] GEM GOP abstractions

B. Bogart ben at ekran.org
Mon Jul 17 03:55:27 CEST 2006


Hi Chris,

I have not had a chance to look at your abstractions yet, but would you
be interested in making some contribution to pixelTANGO?

Thomas O. F. and yourself have any ideas to foster collaboration between
us three, since we're making many Gem (GOP) abstractions...

.b.

Chris McCormick wrote:
> Grtz,
> 
> I've been messing with GEM lately and have made a bunch of GOP
> abstractions to make things easier. You can find then in the tarball of
> my cvs which is at:
> 
> http://mccormick.cx/viewcvs/s-abstractions.tar.gz?view=tar
> 
> The gfx stuff is in the sx/ directory and works best if you include the
> parent directory (s-abstractions/) in your path. You'll need the zexy
> (for [repeat]) and Gem libraries.
> 
> I have always found it strange how GEM seems to be kind of backwards in
> terms of the flow of data. In Pd you generally make a noise with e.g.
> [osc~] and then run it through some effects, into your [dac~] where it
> is output. In GEM it works the opposite way. You have to place all your
> color, translate, rotate, repeat, texture "effects" before you put the
> basic geom such as [cube], and the whole chain starts with the "output"
> [gemhead]. To address this I've been experimenting with a method of
> storing geometry in a [list] which is sent through geometry modifying
> "effects" to an object [sx/blob] which draws geometry represented as a
> list of verticies of triangles, to the screen. It's pretty crap and slow,
> and I'd love to know if there is already a better way of doing this.
> 
> You can send arbitrary geometry from blender3d into puredata by using
> the script in the utils/ directory. Copy it into your .blender/scripts/
> directory and go File... Export... Raw Triangles across the Net...
> whilst having sx/netgeom-help.pd open. You can't send very complex
> geometry or the whole thing starts to chug pretty badly, but I think
> it's a start for something better.
> 
> An example of an effect on geometry is the sx/explode patch which
> translates all faces along their normals by some amount. This is all
> done as [list] math so it's hellishly slow on complex geometry.
> 
> I am particularly interested to hear if there is a better, faster way of
> doing this [vector level geom manipulation] that I don't know about. I
> have been really inspired by the fijuu stuff and I would like to be able
> to do similar kinds of mesh warping from withing Pd and GEM.
> 
> Best,
> 
> Chris.
> 
> -------------------
> chris at mccormick.cx
> http://mccormick.cx
> 
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