[PD] [pix_crop] offY incoherence

chris clepper cgclepper at gmail.com
Mon Jun 7 23:48:45 CEST 2010


Also, keep in mind that you have complete control over the units being used
by setting various states in the gemwin.  You can have 16x9 'units' for a
16:9 display (or 1920x1080 'units' for that matter).

On Mon, Jun 7, 2010 at 3:13 PM, B. Bogart <ben at ekran.org> wrote:

> Hi,
>
> This is normal media-art practise, mapping one range of values to another.
> Having one normalized system of coords does not solve all problems,
> sometimes you want to know the position in actual pixels, sometimes you
> don't. Not to mention the beauty of non-linear mappings.
>
> Getting a handle on mapping from one set of numbers to another is the very
> centre of interactive media, and what one should get used to once they
> figure out what functions/object boxes/operations do.
>
> I've always covered gemunits in my gem classes. Knowledge of things like
> the [rectangle 5.333 4] that fills the 4:3 gemwin, and the [rectangle 7.111
> 4] rect that fills the 16:9 gemwin have become normal...
>
> I prefer rounder aspect ratios myself (1:1, 2:1, 3:1,...), blame the screen
> makers!
>
> .b.
>
>
> On 10-06-07 03:59 AM, patko wrote:
>
>>
>>
>> ----- "cyrille henry"<ch at chnry.net>  a écrit :
>>
>>  openGL coordinate can easily be change using the perspec message to
>>> gemwin.
>>>
>>>
>> Allright, then if I want to have gemwin coordinates system adapted to the
>> blob,
>> I'd need to find out how to multiply perspect values to have my zeros at
>> the lower corner left
>> and my ones to higher corner right.
>>
>>  By fiddling with numberboxes I've figured out that any windows with a 4:3
>> ratio has one horizontal
>> unity that is about 5.33 and vertical unity about 4.
>>  So it's really tricky to get values that are only between 0 and 1
>> inside the edges of the rendering window.
>>
>>  In fact , at the end it's far easier to multiply the values outputed by
>> [pix_blob] on x by 10.66 and remove 5.33,
>> and on y by 8 and remove 4, or divide gemmouse values by gemwin dimen and
>> then multiplying by the same values.
>>
>>  Is there a way to not-have-to fiddle values for getting an accurate
>> positioning of objects in gemwin?
>>
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>
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