diff options
author | Travis CI <zmoelnig@travis-ci.umlaeute.mur.at> | 2019-05-09 20:32:44 +0000 |
---|---|---|
committer | Travis CI <zmoelnig@travis-ci.umlaeute.mur.at> | 2019-05-09 20:32:44 +0000 |
commit | 4f5f017bdf452419ad396346bacad623acb0f41c (patch) | |
tree | 5aed541ac70ef8db7380d531d38b81c39029dd48 | |
parent | 65cfd0adf8ac0fc935f385cb2133a48987ff1b91 (diff) |
Gem 01b1861db023a225d01a4d5a519cf54f09f631f5 osx/i386
built 'master:01b1861db023a225d01a4d5a519cf54f09f631f5' for osx/i386
43 files changed, 4969 insertions, 4969 deletions
diff --git a/Gem/COPYING.txt b/Gem/COPYING.txt index e54306d..07811fe 100644 --- a/Gem/COPYING.txt +++ b/Gem/COPYING.txt @@ -1,48 +1,48 @@ -GEM - Graphics Environment for Multimedia
-Copyright © 1997-2000 Mark Danks
-Copyright © Günter Geiger
-Copyright © 2001-2011 IOhannes m zmölnig,
-Copyright © 2003-2007 James Tittle II,
-Copyright © 2003-2008 Chris Clepper
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License along
-with this program. If not, see <http://www.gnu.org/licenses/>.
-
-In the official GEM distribution, the GNU General Public License is
-in the file GnuGPL.LICENSE
-
----------------------------------------------------------
-
- ACKNOWLEDGMENTS
-
----------------------------------------------------------
-Not all of the source code provided here has entirely been written by me.
-I would like to point at the great openGL-tutorials at http://nehe.gamedev.net
-Since these are tutorials, there is no copyright notice here.
-Some of the pix_fx code is borrowed from effecTV by Kentarou Fukuchi et al.
-at http://effectv.sourceforge.net released under the Gnu GPL, some other pix_fx
-code has been ported from Pete Warden's fine collection of FreeFrame plugins at
-http://petewarden.com released under the Gnu GPL.
-
----------------------------------------------------------
-
- OTHER COPYRIGHT NOTICES
-
----------------------------------------------------------
-
-particle:
- Author: David McAllister
- davemc[AT]cs.unc.edu
- http://www.cs.unc.edu/~davemc/Particle/
- Copyright (c) 1998 David K. McAllister
-
+GEM - Graphics Environment for Multimedia +Copyright © 1997-2000 Mark Danks +Copyright © Günter Geiger +Copyright © 2001-2019 IOhannes m zmölnig, +Copyright © 2003-2007 James Tittle II, +Copyright © 2003-2008 Chris Clepper + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program. If not, see <http://www.gnu.org/licenses/>. + +In the official GEM distribution, the GNU General Public License is +in the file GnuGPL.LICENSE + +--------------------------------------------------------- + + ACKNOWLEDGMENTS + +--------------------------------------------------------- +Not all of the source code provided here has entirely been written by me. +I would like to point at the great openGL-tutorials at http://nehe.gamedev.net +Since these are tutorials, there is no copyright notice here. +Some of the pix_fx code is borrowed from effecTV by Kentarou Fukuchi et al. +at http://effectv.sourceforge.net released under the Gnu GPL, some other pix_fx +code has been ported from Pete Warden's fine collection of FreeFrame plugins at +http://petewarden.com released under the Gnu GPL. + +--------------------------------------------------------- + + OTHER COPYRIGHT NOTICES + +--------------------------------------------------------- + +particle: + Author: David McAllister + davemc[AT]cs.unc.edu + http://www.cs.unc.edu/~davemc/Particle/ + Copyright (c) 1998 David K. McAllister + License: GNU Lesser General Public License, version 2.1 or later diff --git a/Gem/Gem.pd_darwin b/Gem/Gem.pd_darwin Binary files differindex 724aa11..b0ef485 100755 --- a/Gem/Gem.pd_darwin +++ b/Gem/Gem.pd_darwin diff --git a/Gem/GnuGPL.LICENSE.txt b/Gem/GnuGPL.LICENSE.txt index fa0bef4..838e31a 100644 --- a/Gem/GnuGPL.LICENSE.txt +++ b/Gem/GnuGPL.LICENSE.txt @@ -1,290 +1,290 @@ -GNU GENERAL PUBLIC LICENSE
-
-Version 2, June 1991
-
-Copyright (C) 1989, 1991 Free Software Foundation, Inc.
-59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
-
-Everyone is permitted to copy and distribute verbatim copies
-of this license document, but changing it is not allowed.
-
-Preamble
-
-The licenses for most software are designed to take away your freedom
-to share and change it. By contrast, the GNU General Public License is
-intended to guarantee your freedom to share and change free
-software--to make sure the software is free for all its users. This General
-Public License applies to most of the Free Software Foundation's
-software and to any other program whose authors commit to using it.
-(Some other Free Software Foundation software is covered by the
-GNU Library General Public License instead.) You can apply it to your
-programs, too.
-
-When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-this service if you wish), that you receive source code or can get it if you
-want it, that you can change the software or use pieces of it in new free
-programs; and that you know you can do these things.
-
-To protect your rights, we need to make restrictions that forbid anyone
-to deny you these rights or to ask you to surrender the rights. These
-restrictions translate to certain responsibilities for you if you distribute
-copies of the software, or if you modify it.
-
-For example, if you distribute copies of such a program, whether gratis
-or for a fee, you must give the recipients all the rights that you have. You
-must make sure that they, too, receive or can get the source code. And
-you must show them these terms so they know their rights.
-
-We protect your rights with two steps: (1) copyright the software, and
-(2) offer you this license which gives you legal permission to copy,
-distribute and/or modify the software.
-
-Also, for each author's protection and ours, we want to make certain
-that everyone understands that there is no warranty for this free
-software. If the software is modified by someone else and passed on,
-we want its recipients to know that what they have is not the original, so
-that any problems introduced by others will not reflect on the original
-authors' reputations.
-
-Finally, any free program is threatened constantly by software patents.
-We wish to avoid the danger that redistributors of a free program will
-individually obtain patent licenses, in effect making the program
-proprietary. To prevent this, we have made it clear that any patent must
-be licensed for everyone's free use or not licensed at all.
-
-The precise terms and conditions for copying, distribution and
-modification follow.
-
-TERMS AND CONDITIONS FOR
-COPYING, DISTRIBUTION AND
-MODIFICATION
-
-0. This License applies to any program or other work which contains a
-notice placed by the copyright holder saying it may be distributed under
-the terms of this General Public License. The "Program", below, refers
-to any such program or work, and a "work based on the Program"
-means either the Program or any derivative work under copyright law:
-that is to say, a work containing the Program or a portion of it, either
-verbatim or with modifications and/or translated into another language.
-(Hereinafter, translation is included without limitation in the term
-"modification".) Each licensee is addressed as "you".
-
-Activities other than copying, distribution and modification are not
-covered by this License; they are outside its scope. The act of running
-the Program is not restricted, and the output from the Program is
-covered only if its contents constitute a work based on the Program
-(independent of having been made by running the Program). Whether
-that is true depends on what the Program does.
-
-1. You may copy and distribute verbatim copies of the Program's
-source code as you receive it, in any medium, provided that you
-conspicuously and appropriately publish on each copy an appropriate
-copyright notice and disclaimer of warranty; keep intact all the notices
-that refer to this License and to the absence of any warranty; and give
-any other recipients of the Program a copy of this License along with the
-Program.
-
-You may charge a fee for the physical act of transferring a copy, and
-you may at your option offer warranty protection in exchange for a fee.
-
-2. You may modify your copy or copies of the Program or any portion
-of it, thus forming a work based on the Program, and copy and
-distribute such modifications or work under the terms of Section 1
-above, provided that you also meet all of these conditions:
-
- a) You must cause the modified files to carry prominent notices
- stating that you changed the files and the date of any change.
-
- b) You must cause any work that you distribute or publish, that in
- whole or in part contains or is derived from the Program or any
- part thereof, to be licensed as a whole at no charge to all third
- parties under the terms of this License.
-
- c) If the modified program normally reads commands interactively
- when run, you must cause it, when started running for such
- interactive use in the most ordinary way, to print or display an
- announcement including an appropriate copyright notice and a
- notice that there is no warranty (or else, saying that you provide a
- warranty) and that users may redistribute the program under
- these conditions, and telling the user how to view a copy of this
- License. (Exception: if the Program itself is interactive but does
- not normally print such an announcement, your work based on
- the Program is not required to print an announcement.)
-
-These requirements apply to the modified work as a whole. If
-identifiable sections of that work are not derived from the Program, and
-can be reasonably considered independent and separate works in
-themselves, then this License, and its terms, do not apply to those
-sections when you distribute them as separate works. But when you
-distribute the same sections as part of a whole which is a work based on
-the Program, the distribution of the whole must be on the terms of this
-License, whose permissions for other licensees extend to the entire
-whole, and thus to each and every part regardless of who wrote it.
-
-Thus, it is not the intent of this section to claim rights or contest your
-rights to work written entirely by you; rather, the intent is to exercise the
-right to control the distribution of derivative or collective works based
-on the Program.
-
-In addition, mere aggregation of another work not based on the
-Program with the Program (or with a work based on the Program) on a
-volume of a storage or distribution medium does not bring the other
-work under the scope of this License.
-
-3. You may copy and distribute the Program (or a work based on it,
-under Section 2) in object code or executable form under the terms of
-Sections 1 and 2 above provided that you also do one of the following:
-
- a) Accompany it with the complete corresponding
- machine-readable source code, which must be distributed under
- the terms of Sections 1 and 2 above on a medium customarily
- used for software interchange; or,
-
- b) Accompany it with a written offer, valid for at least three
- years, to give any third party, for a charge no more than your cost
- of physically performing source distribution, a complete
- machine-readable copy of the corresponding source code, to be
- distributed under the terms of Sections 1 and 2 above on a
- medium customarily used for software interchange; or,
-
- c) Accompany it with the information you received as to the offer
- to distribute corresponding source code. (This alternative is
- allowed only for noncommercial distribution and only if you
- received the program in object code or executable form with
- such an offer, in accord with Subsection b above.)
-
-The source code for a work means the preferred form of the work for
-making modifications to it. For an executable work, complete source
-code means all the source code for all modules it contains, plus any
-associated interface definition files, plus the scripts used to control
-compilation and installation of the executable. However, as a special
-exception, the source code distributed need not include anything that is
-normally distributed (in either source or binary form) with the major
-components (compiler, kernel, and so on) of the operating system on
-which the executable runs, unless that component itself accompanies the
-executable.
-
-If distribution of executable or object code is made by offering access to
-copy from a designated place, then offering equivalent access to copy
-the source code from the same place counts as distribution of the source
-code, even though third parties are not compelled to copy the source
-along with the object code.
-
-4. You may not copy, modify, sublicense, or distribute the Program
-except as expressly provided under this License. Any attempt otherwise
-to copy, modify, sublicense or distribute the Program is void, and will
-automatically terminate your rights under this License. However, parties
-who have received copies, or rights, from you under this License will not
-have their licenses terminated so long as such parties remain in full
-compliance.
-
-5. You are not required to accept this License, since you have not
-signed it. However, nothing else grants you permission to modify or
-distribute the Program or its derivative works. These actions are
-prohibited by law if you do not accept this License. Therefore, by
-modifying or distributing the Program (or any work based on the
-Program), you indicate your acceptance of this License to do so, and all
-its terms and conditions for copying, distributing or modifying the
-Program or works based on it.
-
-6. Each time you redistribute the Program (or any work based on the
-Program), the recipient automatically receives a license from the original
-licensor to copy, distribute or modify the Program subject to these terms
-and conditions. You may not impose any further restrictions on the
-recipients' exercise of the rights granted herein. You are not responsible
-for enforcing compliance by third parties to this License.
-
-7. If, as a consequence of a court judgment or allegation of patent
-infringement or for any other reason (not limited to patent issues),
-conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License. If you cannot distribute
-so as to satisfy simultaneously your obligations under this License and
-any other pertinent obligations, then as a consequence you may not
-distribute the Program at all. For example, if a patent license would not
-permit royalty-free redistribution of the Program by all those who
-receive copies directly or indirectly through you, then the only way you
-could satisfy both it and this License would be to refrain entirely from
-distribution of the Program.
-
-If any portion of this section is held invalid or unenforceable under any
-particular circumstance, the balance of the section is intended to apply
-and the section as a whole is intended to apply in other circumstances.
-
-It is not the purpose of this section to induce you to infringe any patents
-or other property right claims or to contest validity of any such claims;
-this section has the sole purpose of protecting the integrity of the free
-software distribution system, which is implemented by public license
-practices. Many people have made generous contributions to the wide
-range of software distributed through that system in reliance on
-consistent application of that system; it is up to the author/donor to
-decide if he or she is willing to distribute software through any other
-system and a licensee cannot impose that choice.
-
-This section is intended to make thoroughly clear what is believed to be
-a consequence of the rest of this License.
-
-8. If the distribution and/or use of the Program is restricted in certain
-countries either by patents or by copyrighted interfaces, the original
-copyright holder who places the Program under this License may add an
-explicit geographical distribution limitation excluding those countries, so
-that distribution is permitted only in or among countries not thus
-excluded. In such case, this License incorporates the limitation as if
-written in the body of this License.
-
-9. The Free Software Foundation may publish revised and/or new
-versions of the General Public License from time to time. Such new
-versions will be similar in spirit to the present version, but may differ in
-detail to address new problems or concerns.
-
-Each version is given a distinguishing version number. If the Program
-specifies a version number of this License which applies to it and "any
-later version", you have the option of following the terms and conditions
-either of that version or of any later version published by the Free
-Software Foundation. If the Program does not specify a version number
-of this License, you may choose any version ever published by the Free
-Software Foundation.
-
-10. If you wish to incorporate parts of the Program into other free
-programs whose distribution conditions are different, write to the author
-to ask for permission. For software which is copyrighted by the Free
-Software Foundation, write to the Free Software Foundation; we
-sometimes make exceptions for this. Our decision will be guided by the
-two goals of preserving the free status of all derivatives of our free
-software and of promoting the sharing and reuse of software generally.
-
-NO WARRANTY
-
-11. BECAUSE THE PROGRAM IS LICENSED FREE OF
-CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM,
-TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT
-WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
-HOLDERS AND/OR OTHER PARTIES PROVIDE THE
-PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND,
-EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
-PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD
-THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE
-COST OF ALL NECESSARY SERVICING, REPAIR OR
-CORRECTION.
-
-12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW
-OR AGREED TO IN WRITING WILL ANY COPYRIGHT
-HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
-AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED
-ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING
-ANY GENERAL, SPECIAL, INCIDENTAL OR
-CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR
-INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT
-LIMITED TO LOSS OF DATA OR DATA BEING RENDERED
-INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE
-WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR
-OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY
-OF SUCH DAMAGES.
-
-END OF TERMS AND CONDITIONS
+GNU GENERAL PUBLIC LICENSE + +Version 2, June 1991 + +Copyright (C) 1989, 1991 Free Software Foundation, Inc. +59 Temple Place - Suite 330, Boston, MA 02111-1307, USA + +Everyone is permitted to copy and distribute verbatim copies +of this license document, but changing it is not allowed. + +Preamble + +The licenses for most software are designed to take away your freedom +to share and change it. By contrast, the GNU General Public License is +intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This General +Public License applies to most of the Free Software Foundation's +software and to any other program whose authors commit to using it. +(Some other Free Software Foundation software is covered by the +GNU Library General Public License instead.) You can apply it to your +programs, too. + +When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +this service if you wish), that you receive source code or can get it if you +want it, that you can change the software or use pieces of it in new free +programs; and that you know you can do these things. + +To protect your rights, we need to make restrictions that forbid anyone +to deny you these rights or to ask you to surrender the rights. These +restrictions translate to certain responsibilities for you if you distribute +copies of the software, or if you modify it. + +For example, if you distribute copies of such a program, whether gratis +or for a fee, you must give the recipients all the rights that you have. You +must make sure that they, too, receive or can get the source code. And +you must show them these terms so they know their rights. + +We protect your rights with two steps: (1) copyright the software, and +(2) offer you this license which gives you legal permission to copy, +distribute and/or modify the software. + +Also, for each author's protection and ours, we want to make certain +that everyone understands that there is no warranty for this free +software. If the software is modified by someone else and passed on, +we want its recipients to know that what they have is not the original, so +that any problems introduced by others will not reflect on the original +authors' reputations. + +Finally, any free program is threatened constantly by software patents. +We wish to avoid the danger that redistributors of a free program will +individually obtain patent licenses, in effect making the program +proprietary. To prevent this, we have made it clear that any patent must +be licensed for everyone's free use or not licensed at all. + +The precise terms and conditions for copying, distribution and +modification follow. + +TERMS AND CONDITIONS FOR +COPYING, DISTRIBUTION AND +MODIFICATION + +0. This License applies to any program or other work which contains a +notice placed by the copyright holder saying it may be distributed under +the terms of this General Public License. The "Program", below, refers +to any such program or work, and a "work based on the Program" +means either the Program or any derivative work under copyright law: +that is to say, a work containing the Program or a portion of it, either +verbatim or with modifications and/or translated into another language. +(Hereinafter, translation is included without limitation in the term +"modification".) Each licensee is addressed as "you". + +Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of running +the Program is not restricted, and the output from the Program is +covered only if its contents constitute a work based on the Program +(independent of having been made by running the Program). Whether +that is true depends on what the Program does. + +1. You may copy and distribute verbatim copies of the Program's +source code as you receive it, in any medium, provided that you +conspicuously and appropriately publish on each copy an appropriate +copyright notice and disclaimer of warranty; keep intact all the notices +that refer to this License and to the absence of any warranty; and give +any other recipients of the Program a copy of this License along with the +Program. + +You may charge a fee for the physical act of transferring a copy, and +you may at your option offer warranty protection in exchange for a fee. + +2. You may modify your copy or copies of the Program or any portion +of it, thus forming a work based on the Program, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) You must cause the modified files to carry prominent notices + stating that you changed the files and the date of any change. + + b) You must cause any work that you distribute or publish, that in + whole or in part contains or is derived from the Program or any + part thereof, to be licensed as a whole at no charge to all third + parties under the terms of this License. + + c) If the modified program normally reads commands interactively + when run, you must cause it, when started running for such + interactive use in the most ordinary way, to print or display an + announcement including an appropriate copyright notice and a + notice that there is no warranty (or else, saying that you provide a + warranty) and that users may redistribute the program under + these conditions, and telling the user how to view a copy of this + License. (Exception: if the Program itself is interactive but does + not normally print such an announcement, your work based on + the Program is not required to print an announcement.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Program, and +can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based on +the Program, the distribution of the whole must be on the terms of this +License, whose permissions for other licensees extend to the entire +whole, and thus to each and every part regardless of who wrote it. + +Thus, it is not the intent of this section to claim rights or contest your +rights to work written entirely by you; rather, the intent is to exercise the +right to control the distribution of derivative or collective works based +on the Program. + +In addition, mere aggregation of another work not based on the +Program with the Program (or with a work based on the Program) on a +volume of a storage or distribution medium does not bring the other +work under the scope of this License. + +3. You may copy and distribute the Program (or a work based on it, +under Section 2) in object code or executable form under the terms of +Sections 1 and 2 above provided that you also do one of the following: + + a) Accompany it with the complete corresponding + machine-readable source code, which must be distributed under + the terms of Sections 1 and 2 above on a medium customarily + used for software interchange; or, + + b) Accompany it with a written offer, valid for at least three + years, to give any third party, for a charge no more than your cost + of physically performing source distribution, a complete + machine-readable copy of the corresponding source code, to be + distributed under the terms of Sections 1 and 2 above on a + medium customarily used for software interchange; or, + + c) Accompany it with the information you received as to the offer + to distribute corresponding source code. (This alternative is + allowed only for noncommercial distribution and only if you + received the program in object code or executable form with + such an offer, in accord with Subsection b above.) + +The source code for a work means the preferred form of the work for +making modifications to it. For an executable work, complete source +code means all the source code for all modules it contains, plus any +associated interface definition files, plus the scripts used to control +compilation and installation of the executable. However, as a special +exception, the source code distributed need not include anything that is +normally distributed (in either source or binary form) with the major +components (compiler, kernel, and so on) of the operating system on +which the executable runs, unless that component itself accompanies the +executable. + +If distribution of executable or object code is made by offering access to +copy from a designated place, then offering equivalent access to copy +the source code from the same place counts as distribution of the source +code, even though third parties are not compelled to copy the source +along with the object code. + +4. You may not copy, modify, sublicense, or distribute the Program +except as expressly provided under this License. Any attempt otherwise +to copy, modify, sublicense or distribute the Program is void, and will +automatically terminate your rights under this License. However, parties +who have received copies, or rights, from you under this License will not +have their licenses terminated so long as such parties remain in full +compliance. + +5. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Program or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Program (or any work based on the +Program), you indicate your acceptance of this License to do so, and all +its terms and conditions for copying, distributing or modifying the +Program or works based on it. + +6. Each time you redistribute the Program (or any work based on the +Program), the recipient automatically receives a license from the original +licensor to copy, distribute or modify the Program subject to these terms +and conditions. You may not impose any further restrictions on the +recipients' exercise of the rights granted herein. You are not responsible +for enforcing compliance by third parties to this License. + +7. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot distribute +so as to satisfy simultaneously your obligations under this License and +any other pertinent obligations, then as a consequence you may not +distribute the Program at all. For example, if a patent license would not +permit royalty-free redistribution of the Program by all those who +receive copies directly or indirectly through you, then the only way you +could satisfy both it and this License would be to refrain entirely from +distribution of the Program. + +If any portion of this section is held invalid or unenforceable under any +particular circumstance, the balance of the section is intended to apply +and the section as a whole is intended to apply in other circumstances. + +It is not the purpose of this section to induce you to infringe any patents +or other property right claims or to contest validity of any such claims; +this section has the sole purpose of protecting the integrity of the free +software distribution system, which is implemented by public license +practices. Many people have made generous contributions to the wide +range of software distributed through that system in reliance on +consistent application of that system; it is up to the author/donor to +decide if he or she is willing to distribute software through any other +system and a licensee cannot impose that choice. + +This section is intended to make thoroughly clear what is believed to be +a consequence of the rest of this License. + +8. If the distribution and/or use of the Program is restricted in certain +countries either by patents or by copyrighted interfaces, the original +copyright holder who places the Program under this License may add an +explicit geographical distribution limitation excluding those countries, so +that distribution is permitted only in or among countries not thus +excluded. In such case, this License incorporates the limitation as if +written in the body of this License. + +9. The Free Software Foundation may publish revised and/or new +versions of the General Public License from time to time. Such new +versions will be similar in spirit to the present version, but may differ in +detail to address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies a version number of this License which applies to it and "any +later version", you have the option of following the terms and conditions +either of that version or of any later version published by the Free +Software Foundation. If the Program does not specify a version number +of this License, you may choose any version ever published by the Free +Software Foundation. + +10. If you wish to incorporate parts of the Program into other free +programs whose distribution conditions are different, write to the author +to ask for permission. For software which is copyrighted by the Free +Software Foundation, write to the Free Software Foundation; we +sometimes make exceptions for this. Our decision will be guided by the +two goals of preserving the free status of all derivatives of our free +software and of promoting the sharing and reuse of software generally. + +NO WARRANTY + +11. BECAUSE THE PROGRAM IS LICENSED FREE OF +CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, +TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT +WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE +PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, +EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND +PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD +THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE +COST OF ALL NECESSARY SERVICING, REPAIR OR +CORRECTION. + +12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW +OR AGREED TO IN WRITING WILL ANY COPYRIGHT +HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY +AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED +ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING +ANY GENERAL, SPECIAL, INCIDENTAL OR +CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR +INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT +LIMITED TO LOSS OF DATA OR DATA BEING RENDERED +INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE +WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR +OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY +OF SUCH DAMAGES. + +END OF TERMS AND CONDITIONS diff --git a/Gem/LICENSE.txt b/Gem/LICENSE.txt index ad1cd50..7a7225f 100644 --- a/Gem/LICENSE.txt +++ b/Gem/LICENSE.txt @@ -1,27 +1,27 @@ -pix_hit : hit-test over user defined hit_areads...
-Copyright (c) 2005 Davide Morelli
-Copyright (c) 2005-2012 IOhannes m zmölnig
-
-based on:
- GEM - Graphics Environment for Multimedia
- Copyright (C) 1997-2000 Mark Danks, Günter Geiger,
- Copyright (c) 2001-2012 IOhannes m zmölnig
- Copyright (c) 2003-2007 James Tittle II,
- Copyright (c) 2003-2008 Chris Clepper et al.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program. If not, see <http://www.gnu.org/licenses/>.
-
-In the official GEM distribution, the GNU General Public License is
-in the file GnuGPL.LICENSE
-
+pix_hit : hit-test over user defined hit_areads... +Copyright (c) 2005 Davide Morelli +Copyright (c) 2005-2012 IOhannes m zmölnig + +based on: + GEM - Graphics Environment for Multimedia + Copyright (C) 1997-2000 Mark Danks, Günter Geiger, + Copyright (c) 2001-2012 IOhannes m zmölnig + Copyright (c) 2003-2007 James Tittle II, + Copyright (c) 2003-2008 Chris Clepper et al. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see <http://www.gnu.org/licenses/>. + +In the official GEM distribution, the GNU General Public License is +in the file GnuGPL.LICENSE + diff --git a/Gem/cMatrix.html b/Gem/cMatrix.html index fe4cd04..0181fc1 100644 --- a/Gem/cMatrix.html +++ b/Gem/cMatrix.html @@ -1,270 +1,270 @@ -<html>
-<head>
-<title>Matrix Operations for Image Processing</title>
-</head>
-<body bgcolor="#ffffff" text="#000000">
-<!--no_print--><br><center><table width=564><tr><td>
-<h2>Matrix Operations for Image Processing</h2>
-<!--no_print--><h3>Paul Haeberli</h3>
-<h3>Nov 1993</h3>
-<img src=../tribar.gif alt="Horiz Bar" width=561 height=3>
-<h3>Introduction</h3>
-<p>
-Four by four matrices are commonly used to transform geometry for 3D
-rendering. These matrices may also be used to transform RGB colors, to scale
-RGB colors, and to control hue, saturation and contrast. The most important
-advantage of using matrices is that any number of color transformations
-can be composed using standard matrix multiplication.
-<p>
-Please note that for these operations to be correct, we really must operate
-on linear brightness values. If the input image is in a non-linear brightness
-space RGB colors must be transformed into a linear space before these
-matrix operations are used.
-
-<h3>Color Transformation</h3>
-RGB colors are transformed by a four by four matrix as shown here:
-
-<pre>
- xformrgb(mat,r,g,b,tr,tg,tb)
- float mat[4][4];
- float r,g,b;
- float *tr,*tg,*tb;
- {
- *tr = r*mat[0][0] + g*mat[1][0] +
- b*mat[2][0] + mat[3][0];
- *tg = r*mat[0][1] + g*mat[1][1] +
- b*mat[2][1] + mat[3][1];
- *tb = r*mat[0][2] + g*mat[1][2] +
- b*mat[2][2] + mat[3][2];
- }
-</pre>
-
-<h3>The Identity</h3>
-This is the identity matrix:
-<pre>
- float mat[4][4] = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0,
- };
-</pre>
-Transforming colors by the identity matrix will leave them unchanged.
-
-<h3>Changing Brightness</h3>
-To scale RGB colors a matrix like this is used:
-<pre>
- float mat[4][4] = {
- rscale, 0.0, 0.0, 0.0,
- 0.0, gscale, 0.0, 0.0,
- 0.0, 0.0, bscale, 0.0,
- 0.0, 0.0, 0.0, 1.0,
- };
-</pre>
-Where rscale, gscale, and bscale specify how much to scale the r, g, and b
-components of colors. This can be used to alter the color balance of an image.
-<p>
-In effect, this calculates:
-<pre>
- tr = r*rscale;
- tg = g*gscale;
- tb = b*bscale;
-</pre>
-
-<h3>Modifying Saturation</h3>
-
-
-<h3>Converting to Luminance</h3>
-To convert a color image into a black and white image, this matrix is used:
-<pre>
- float mat[4][4] = {
- rwgt, rwgt, rwgt, 0.0,
- gwgt, gwgt, gwgt, 0.0,
- bwgt, bwgt, bwgt, 0.0,
- 0.0, 0.0, 0.0, 1.0,
- };
-</pre>
-Where rwgt is 0.3086, gwgt is 0.6094, and bwgt is 0.0820. This is the
-luminance vector. Notice here that we do not use the standard NTSC weights
-of 0.299, 0.587, and 0.114. The NTSC weights are only applicable to RGB
-colors in a gamma 2.2 color space. For linear RGB colors the values above
-are better.
-<p>
-In effect, this calculates:
-<pre>
- tr = r*rwgt + g*gwgt + b*bwgt;
- tg = r*rwgt + g*gwgt + b*bwgt;
- tb = r*rwgt + g*gwgt + b*bwgt;
-</pre>
-
-<h3>Modifying Saturation</h3>
-
-To saturate RGB colors, this matrix is used:
-
-<pre>
- float mat[4][4] = {
- a, b, c, 0.0,
- d, e, f, 0.0,
- g, h, i, 0.0,
- 0.0, 0.0, 0.0, 1.0,
- };
-</pre>
-Where the constants are derived from the saturation value s
-as shown below:
-
-<pre>
- a = (1.0-s)*rwgt + s;
- b = (1.0-s)*rwgt;
- c = (1.0-s)*rwgt;
- d = (1.0-s)*gwgt;
- e = (1.0-s)*gwgt + s;
- f = (1.0-s)*gwgt;
- g = (1.0-s)*bwgt;
- h = (1.0-s)*bwgt;
- i = (1.0-s)*bwgt + s;
-</pre>
-One nice property of this saturation matrix is that the luminance
-of input RGB colors is maintained. This matrix can also be used
-to complement the colors in an image by specifying a saturation
-value of -1.0.
-<p>
-Notice that when <code>s</code> is set to 0.0, the matrix is exactly
-the "convert to luminance" matrix described above. When <code>s</code>
-is set to 1.0 the matrix becomes the identity. All saturation matrices
-can be derived by interpolating between or extrapolating beyond these
-two matrices.
-<p>
-This is discussed in more detail in the note on
-<a href="../interp/index.html">Image Processing By Interpolation and Extrapolation</a>.
-<h3>Applying Offsets to Color Components</h3>
-To offset the r, g, and b components of colors in an image this matrix is used:
-<pre>
- float mat[4][4] = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- roffset,goffset,boffset,1.0,
- };
-</pre>
-This can be used along with color scaling to alter the contrast of RGB
-images.
-
-<h3>Simple Hue Rotation</h3>
-To rotate the hue, we perform a 3D rotation of RGB colors about the diagonal
-vector [1.0 1.0 1.0]. The transformation matrix is derived as shown here:
-<p>
- If we have functions:<br><br>
-<dl>
-<dt><code>identmat(mat)</code>
-<dd>that creates an identity matrix.
-</dl>
-<dl>
-<dt><code>xrotatemat(mat,rsin,rcos)</code>
-<dd>that multiplies a matrix that rotates about the x (red) axis.
-</dl>
-<dl>
-<dt><code>yrotatemat(mat,rsin,rcos)</code>
-<dd>that multiplies a matrix that rotates about the y (green) axis.
-</dl>
-<dl>
-<dt><code>zrotatemat(mat,rsin,rcos)</code>
-<dd>that multiplies a matrix that rotates about the z (blue) axis.
-</dl>
-Then a matrix that rotates about the 1.0,1.0,1.0 diagonal can be
-constructed like this:
-<br>
-First we make an identity matrix
-<pre>
- identmat(mat);
-</pre>
-Rotate the grey vector into positive Z
-<pre>
- mag = sqrt(2.0);
- xrs = 1.0/mag;
- xrc = 1.0/mag;
- xrotatemat(mat,xrs,xrc);
-
- mag = sqrt(3.0);
- yrs = -1.0/mag;
- yrc = sqrt(2.0)/mag;
- yrotatemat(mat,yrs,yrc);
-</pre>
-Rotate the hue
-<pre>
- zrs = sin(rot*PI/180.0);
- zrc = cos(rot*PI/180.0);
- zrotatemat(mat,zrs,zrc);
-</pre>
-Rotate the grey vector back into place
-<pre>
- yrotatemat(mat,-yrs,yrc);
- xrotatemat(mat,-xrs,xrc);
-</pre>
-The resulting matrix will rotate the hue of the input RGB colors. A rotation
-of 120.0 degrees will exactly map Red into Green, Green into Blue and
-Blue into Red. This transformation has one problem, however, the luminance
-of the input colors is not preserved. This can be fixed with the following
-refinement:
-
-<h3>Hue Rotation While Preserving Luminance</h3>
-
-We make an identity matrix
-<pre>
- identmat(mmat);
-</pre>
-Rotate the grey vector into positive Z
-<pre>
- mag = sqrt(2.0);
- xrs = 1.0/mag;
- xrc = 1.0/mag;
- xrotatemat(mmat,xrs,xrc);
- mag = sqrt(3.0);
- yrs = -1.0/mag;
- yrc = sqrt(2.0)/mag;
- yrotatemat(mmat,yrs,yrc);
- matrixmult(mmat,mat,mat);
-</pre>
-Shear the space to make the luminance plane horizontal
-<pre>
- xformrgb(mmat,rwgt,gwgt,bwgt,&lx,&ly,&lz);
- zsx = lx/lz;
- zsy = ly/lz;
- zshearmat(mat,zsx,zsy);
-</pre>
-Rotate the hue
-<pre>
- zrs = sin(rot*PI/180.0);
- zrc = cos(rot*PI/180.0);
- zrotatemat(mat,zrs,zrc);
-</pre>
-Unshear the space to put the luminance plane back
-<pre>
- zshearmat(mat,-zsx,-zsy);
-</pre>
-Rotate the grey vector back into place
-<pre>
- yrotatemat(mat,-yrs,yrc);
- xrotatemat(mat,-xrs,xrc);
-</pre>
-<h3>Conclusion</h3>
-I've presented several matrix transformations that may be applied
-to RGB colors. Each color transformation is represented by
-a 4 by 4 matrix, similar to matrices commonly used to transform 3D geometry.
-<p>
-<a href="matrix.c">Example C code</a>
-that demonstrates these concepts is provided for your enjoyment.
-<p>
-These transformations allow us to adjust image contrast, brightness, hue and
-saturation individually. In addition, color matrix transformations concatenate
-in a way similar to geometric transformations. Any sequence of
-operations can be combined into a single matrix using
-matrix multiplication.
-<!--no_print--><p>
-<!--no_print--><center>
-<!--no_print--><a href=../index.html#matrix><img src=../gobot.gif width=564 height=25 border=0></a>
-<!--no_print--><br>
-<!--no_print--></center>
-<!--no_print--></td></tr></table></center>
-</body>
-</html>
-
+<html> +<head> +<title>Matrix Operations for Image Processing</title> +</head> +<body bgcolor="#ffffff" text="#000000"> +<!--no_print--><br><center><table width=564><tr><td> +<h2>Matrix Operations for Image Processing</h2> +<!--no_print--><h3>Paul Haeberli</h3> +<h3>Nov 1993</h3> +<img src=../tribar.gif alt="Horiz Bar" width=561 height=3> +<h3>Introduction</h3> +<p> +Four by four matrices are commonly used to transform geometry for 3D +rendering. These matrices may also be used to transform RGB colors, to scale +RGB colors, and to control hue, saturation and contrast. The most important +advantage of using matrices is that any number of color transformations +can be composed using standard matrix multiplication. +<p> +Please note that for these operations to be correct, we really must operate +on linear brightness values. If the input image is in a non-linear brightness +space RGB colors must be transformed into a linear space before these +matrix operations are used. + +<h3>Color Transformation</h3> +RGB colors are transformed by a four by four matrix as shown here: + +<pre> + xformrgb(mat,r,g,b,tr,tg,tb) + float mat[4][4]; + float r,g,b; + float *tr,*tg,*tb; + { + *tr = r*mat[0][0] + g*mat[1][0] + + b*mat[2][0] + mat[3][0]; + *tg = r*mat[0][1] + g*mat[1][1] + + b*mat[2][1] + mat[3][1]; + *tb = r*mat[0][2] + g*mat[1][2] + + b*mat[2][2] + mat[3][2]; + } +</pre> + +<h3>The Identity</h3> +This is the identity matrix: +<pre> + float mat[4][4] = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0, + }; +</pre> +Transforming colors by the identity matrix will leave them unchanged. + +<h3>Changing Brightness</h3> +To scale RGB colors a matrix like this is used: +<pre> + float mat[4][4] = { + rscale, 0.0, 0.0, 0.0, + 0.0, gscale, 0.0, 0.0, + 0.0, 0.0, bscale, 0.0, + 0.0, 0.0, 0.0, 1.0, + }; +</pre> +Where rscale, gscale, and bscale specify how much to scale the r, g, and b +components of colors. This can be used to alter the color balance of an image. +<p> +In effect, this calculates: +<pre> + tr = r*rscale; + tg = g*gscale; + tb = b*bscale; +</pre> + +<h3>Modifying Saturation</h3> + + +<h3>Converting to Luminance</h3> +To convert a color image into a black and white image, this matrix is used: +<pre> + float mat[4][4] = { + rwgt, rwgt, rwgt, 0.0, + gwgt, gwgt, gwgt, 0.0, + bwgt, bwgt, bwgt, 0.0, + 0.0, 0.0, 0.0, 1.0, + }; +</pre> +Where rwgt is 0.3086, gwgt is 0.6094, and bwgt is 0.0820. This is the +luminance vector. Notice here that we do not use the standard NTSC weights +of 0.299, 0.587, and 0.114. The NTSC weights are only applicable to RGB +colors in a gamma 2.2 color space. For linear RGB colors the values above +are better. +<p> +In effect, this calculates: +<pre> + tr = r*rwgt + g*gwgt + b*bwgt; + tg = r*rwgt + g*gwgt + b*bwgt; + tb = r*rwgt + g*gwgt + b*bwgt; +</pre> + +<h3>Modifying Saturation</h3> + +To saturate RGB colors, this matrix is used: + +<pre> + float mat[4][4] = { + a, b, c, 0.0, + d, e, f, 0.0, + g, h, i, 0.0, + 0.0, 0.0, 0.0, 1.0, + }; +</pre> +Where the constants are derived from the saturation value s +as shown below: + +<pre> + a = (1.0-s)*rwgt + s; + b = (1.0-s)*rwgt; + c = (1.0-s)*rwgt; + d = (1.0-s)*gwgt; + e = (1.0-s)*gwgt + s; + f = (1.0-s)*gwgt; + g = (1.0-s)*bwgt; + h = (1.0-s)*bwgt; + i = (1.0-s)*bwgt + s; +</pre> +One nice property of this saturation matrix is that the luminance +of input RGB colors is maintained. This matrix can also be used +to complement the colors in an image by specifying a saturation +value of -1.0. +<p> +Notice that when <code>s</code> is set to 0.0, the matrix is exactly +the "convert to luminance" matrix described above. When <code>s</code> +is set to 1.0 the matrix becomes the identity. All saturation matrices +can be derived by interpolating between or extrapolating beyond these +two matrices. +<p> +This is discussed in more detail in the note on +<a href="../interp/index.html">Image Processing By Interpolation and Extrapolation</a>. +<h3>Applying Offsets to Color Components</h3> +To offset the r, g, and b components of colors in an image this matrix is used: +<pre> + float mat[4][4] = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + roffset,goffset,boffset,1.0, + }; +</pre> +This can be used along with color scaling to alter the contrast of RGB +images. + +<h3>Simple Hue Rotation</h3> +To rotate the hue, we perform a 3D rotation of RGB colors about the diagonal +vector [1.0 1.0 1.0]. The transformation matrix is derived as shown here: +<p> + If we have functions:<br><br> +<dl> +<dt><code>identmat(mat)</code> +<dd>that creates an identity matrix. +</dl> +<dl> +<dt><code>xrotatemat(mat,rsin,rcos)</code> +<dd>that multiplies a matrix that rotates about the x (red) axis. +</dl> +<dl> +<dt><code>yrotatemat(mat,rsin,rcos)</code> +<dd>that multiplies a matrix that rotates about the y (green) axis. +</dl> +<dl> +<dt><code>zrotatemat(mat,rsin,rcos)</code> +<dd>that multiplies a matrix that rotates about the z (blue) axis. +</dl> +Then a matrix that rotates about the 1.0,1.0,1.0 diagonal can be +constructed like this: +<br> +First we make an identity matrix +<pre> + identmat(mat); +</pre> +Rotate the grey vector into positive Z +<pre> + mag = sqrt(2.0); + xrs = 1.0/mag; + xrc = 1.0/mag; + xrotatemat(mat,xrs,xrc); + + mag = sqrt(3.0); + yrs = -1.0/mag; + yrc = sqrt(2.0)/mag; + yrotatemat(mat,yrs,yrc); +</pre> +Rotate the hue +<pre> + zrs = sin(rot*PI/180.0); + zrc = cos(rot*PI/180.0); + zrotatemat(mat,zrs,zrc); +</pre> +Rotate the grey vector back into place +<pre> + yrotatemat(mat,-yrs,yrc); + xrotatemat(mat,-xrs,xrc); +</pre> +The resulting matrix will rotate the hue of the input RGB colors. A rotation +of 120.0 degrees will exactly map Red into Green, Green into Blue and +Blue into Red. This transformation has one problem, however, the luminance +of the input colors is not preserved. This can be fixed with the following +refinement: + +<h3>Hue Rotation While Preserving Luminance</h3> + +We make an identity matrix +<pre> + identmat(mmat); +</pre> +Rotate the grey vector into positive Z +<pre> + mag = sqrt(2.0); + xrs = 1.0/mag; + xrc = 1.0/mag; + xrotatemat(mmat,xrs,xrc); + mag = sqrt(3.0); + yrs = -1.0/mag; + yrc = sqrt(2.0)/mag; + yrotatemat(mmat,yrs,yrc); + matrixmult(mmat,mat,mat); +</pre> +Shear the space to make the luminance plane horizontal +<pre> + xformrgb(mmat,rwgt,gwgt,bwgt,&lx,&ly,&lz); + zsx = lx/lz; + zsy = ly/lz; + zshearmat(mat,zsx,zsy); +</pre> +Rotate the hue +<pre> + zrs = sin(rot*PI/180.0); + zrc = cos(rot*PI/180.0); + zrotatemat(mat,zrs,zrc); +</pre> +Unshear the space to put the luminance plane back +<pre> + zshearmat(mat,-zsx,-zsy); +</pre> +Rotate the grey vector back into place +<pre> + yrotatemat(mat,-yrs,yrc); + xrotatemat(mat,-xrs,xrc); +</pre> +<h3>Conclusion</h3> +I've presented several matrix transformations that may be applied +to RGB colors. Each color transformation is represented by +a 4 by 4 matrix, similar to matrices commonly used to transform 3D geometry. +<p> +<a href="matrix.c">Example C code</a> +that demonstrates these concepts is provided for your enjoyment. +<p> +These transformations allow us to adjust image contrast, brightness, hue and +saturation individually. In addition, color matrix transformations concatenate +in a way similar to geometric transformations. Any sequence of +operations can be combined into a single matrix using +matrix multiplication. +<!--no_print--><p> +<!--no_print--><center> +<!--no_print--><a href=../index.html#matrix><img src=../gobot.gif width=564 height=25 border=0></a> +<!--no_print--><br> +<!--no_print--></center> +<!--no_print--></td></tr></table></center> +</body> +</html> + diff --git a/Gem/examples/data/Toon.frag b/Gem/examples/data/Toon.frag index 268bdab..d806cbe 100644 --- a/Gem/examples/data/Toon.frag +++ b/Gem/examples/data/Toon.frag @@ -1,61 +1,61 @@ -//
-// Fragment shader for cartoon-style shading
-//
-// Author: Philip Rideout
-//
-// Copyright (c) 2005 3Dlabs Inc. Ltd.
-//
-/************************************************************************
-* *
-* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
-* *
-* All rights reserved. *
-* *
-* Redistribution and use in source and binary forms, with or without *
-* modification, are permitted provided that the following conditions *
-* are met: *
-* *
-* Redistributions of source code must retain the above copyright *
-* notice, this list of conditions and the following disclaimer. *
-* *
-* Redistributions in binary form must reproduce the above *
-* copyright notice, this list of conditions and the following *
-* disclaimer in the documentation and/or other materials provided *
-* with the distribution. *
-* *
-* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
-* contributors may be used to endorse or promote products derived *
-* from this software without specific prior written permission. *
-* *
-* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
-* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
-* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
-* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
-* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
-* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
-* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
-* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
-* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
-* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
-* POSSIBILITY OF SUCH DAMAGE. *
-* *
-************************************************************************/
-
-const vec3 DiffuseColor= vec3( 0.1,0.1,0.1);
-const vec3 PhongColor = vec3( 0.5,0.5,0.5);
-const float Edge= 0.2;
-uniform float Phong;
-varying vec3 Normal;
-
-void main (void)
-{
- vec3 color = DiffuseColor;
- float f = dot(vec3(0,0,1),Normal);
- if (abs(f) < Edge)
- color = vec3(0);
- if (f > Phong)
- color = PhongColor;
-
- gl_FragColor = vec4(color, 1);
-}
+// +// Fragment shader for cartoon-style shading +// +// Author: Philip Rideout +// +// Copyright (c) 2005 3Dlabs Inc. Ltd. +// +/************************************************************************ +* * +* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. * +* * +* All rights reserved. * +* * +* Redistribution and use in source and binary forms, with or without * +* modification, are permitted provided that the following conditions * +* are met: * +* * +* Redistributions of source code must retain the above copyright * +* notice, this list of conditions and the following disclaimer. * +* * +* Redistributions in binary form must reproduce the above * +* copyright notice, this list of conditions and the following * +* disclaimer in the documentation and/or other materials provided * +* with the distribution. * +* * +* Neither the name of 3Dlabs Inc. Ltd. nor the names of its * +* contributors may be used to endorse or promote products derived * +* from this software without specific prior written permission. * +* * +* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * +* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * +* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS * +* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE * +* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * +* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * +* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * +* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * +* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * +* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * +* POSSIBILITY OF SUCH DAMAGE. * +* * +************************************************************************/ + +const vec3 DiffuseColor= vec3( 0.1,0.1,0.1); +const vec3 PhongColor = vec3( 0.5,0.5,0.5); +const float Edge= 0.2; +uniform float Phong; +varying vec3 Normal; + +void main (void) +{ + vec3 color = DiffuseColor; + float f = dot(vec3(0,0,1),Normal); + if (abs(f) < Edge) + color = vec3(0); + if (f > Phong) + color = PhongColor; + + gl_FragColor = vec4(color, 1); +} diff --git a/Gem/examples/data/Toon.vert b/Gem/examples/data/Toon.vert index 2f7d51c..d2f6dbe 100644 --- a/Gem/examples/data/Toon.vert +++ b/Gem/examples/data/Toon.vert @@ -1,54 +1,54 @@ -//
-// Vertex shader for cartoon-style shading
-//
-// Author: Philip Rideout
-//
-// Copyright (c) 2005 3Dlabs Inc. Ltd.
-//
-//
-//
-/************************************************************************
-* *
-* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
-* *
-* All rights reserved. *
-* *
-* Redistribution and use in source and binary forms, with or without *
-* modification, are permitted provided that the following conditions *
-* are met: *
-* *
-* Redistributions of source code must retain the above copyright *
-* notice, this list of conditions and the following disclaimer. *
-* *
-* Redistributions in binary form must reproduce the above *
-* copyright notice, this list of conditions and the following *
-* disclaimer in the documentation and/or other materials provided *
-* with the distribution. *
-* *
-* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
-* contributors may be used to endorse or promote products derived *
-* from this software without specific prior written permission. *
-* *
-* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
-* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
-* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
-* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
-* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
-* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
-* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
-* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
-* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
-* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
-* POSSIBILITY OF SUCH DAMAGE. *
-* *
-************************************************************************/
-
-
-varying vec3 Normal;
-
-void main(void)
-{
- Normal = normalize(gl_NormalMatrix * gl_Normal);
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
+// +// Vertex shader for cartoon-style shading +// +// Author: Philip Rideout +// +// Copyright (c) 2005 3Dlabs Inc. Ltd. +// +// +// +/************************************************************************ +* * +* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. * +* * +* All rights reserved. * +* * +* Redistribution and use in source and binary forms, with or without * +* modification, are permitted provided that the following conditions * +* are met: * +* * +* Redistributions of source code must retain the above copyright * +* notice, this list of conditions and the following disclaimer. * +* * +* Redistributions in binary form must reproduce the above * +* copyright notice, this list of conditions and the following * +* disclaimer in the documentation and/or other materials provided * +* with the distribution. * +* * +* Neither the name of 3Dlabs Inc. Ltd. nor the names of its * +* contributors may be used to endorse or promote products derived * +* from this software without specific prior written permission. * +* * +* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * +* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * +* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS * +* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE * +* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * +* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * +* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * +* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * +* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * +* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * +* POSSIBILITY OF SUCH DAMAGE. * +* * +************************************************************************/ + + +varying vec3 Normal; + +void main(void) +{ + Normal = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} diff --git a/Gem/examples/data/valcolor.tab b/Gem/examples/data/valcolor.tab index 43a8523..1f26455 100644 --- a/Gem/examples/data/valcolor.tab +++ b/Gem/examples/data/valcolor.tab @@ -1,6 +1,6 @@ -0. 0. 0.
-1. 1. 1.
-.5 .0 1.
-0. 1. 0.
-1. 1. 1.
-0. 0. 0.
+0. 0. 0. +1. 1. 1. +.5 .0 1. +0. 1. 0. +1. 1. 1. +0. 0. 0. diff --git a/Gem/examples/data/valmotion.tab b/Gem/examples/data/valmotion.tab index 1a3f2ac..be2eebe 100644 --- a/Gem/examples/data/valmotion.tab +++ b/Gem/examples/data/valmotion.tab @@ -1,8 +1,8 @@ -0. 0. 0.
-0. 0. 0.
-2. 2. -2.
--3. -1. .5
--2. 4. -1.
-.5 -.5 0.
-0. 0. 0.
-0. 0. 0.
+0. 0. 0. +0. 0. 0. +2. 2. -2. +-3. -1. .5 +-2. 4. -1. +.5 -.5 0. +0. 0. 0. +0. 0. 0. diff --git a/Gem/examples/data/venus.mtl b/Gem/examples/data/venus.mtl index dc43199..cee90ff 100644 --- a/Gem/examples/data/venus.mtl +++ b/Gem/examples/data/venus.mtl @@ -1,9 +1,9 @@ -#
-# venus.mtl
-#
-
-newmtl vskin
-Ka 0.6 0.6 0.45
-Kd 0.6 0.6 0.45
-Ks 0.2 0.1 0.1
-Ns 5.0
+# +# venus.mtl +# + +newmtl vskin +Ka 0.6 0.6 0.45 +Kd 0.6 0.6 0.45 +Ks 0.2 0.1 0.1 +Ns 5.0 diff --git a/Gem/examples/data/venus.obj b/Gem/examples/data/venus.obj index 1dc1749..1ac1ab0 100644 --- a/Gem/examples/data/venus.obj +++ b/Gem/examples/data/venus.obj @@ -1,2147 +1,2147 @@ -# Tue Oct 22 14:45:37 1991
-#
-#
-
-mtllib venus.mtl
-
-g default
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-v -13.970000 135.889999 19.049999
-v -18.799999 114.050003 6.350000
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-v -27.180000 138.429993 -22.610001
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-v -23.879999 140.460007 -27.690001
-v -16.510000 142.240005 -28.450001
-v -13.720000 151.380005 -18.030001
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a/Gem/gem_imageTIFF.so b/Gem/gem_imageTIFF.so Binary files differindex f6e2bd1..3481ec1 100755 --- a/Gem/gem_imageTIFF.so +++ b/Gem/gem_imageTIFF.so diff --git a/Gem/gem_modelOBJ.so b/Gem/gem_modelOBJ.so Binary files differindex 3fa8a63..3b4558e 100755 --- a/Gem/gem_modelOBJ.so +++ b/Gem/gem_modelOBJ.so diff --git a/Gem/gem_videoAVF.so b/Gem/gem_videoAVF.so Binary files differindex 829d0cc..04b278a 100755 --- a/Gem/gem_videoAVF.so +++ b/Gem/gem_videoAVF.so diff --git a/Gem/gemcocoawindow.pd_darwin b/Gem/gemcocoawindow.pd_darwin Binary files differindex a09d267..d9a90bc 100755 --- a/Gem/gemcocoawindow.pd_darwin +++ b/Gem/gemcocoawindow.pd_darwin diff --git a/Gem/gemglutwindow.pd_darwin b/Gem/gemglutwindow.pd_darwin Binary files differindex 2cc110c..148947b 100755 --- a/Gem/gemglutwindow.pd_darwin +++ b/Gem/gemglutwindow.pd_darwin diff --git a/Gem/gemmacoswindow.pd_darwin b/Gem/gemmacoswindow.pd_darwin Binary files differindex 852d070..d3ebce5 100755 --- a/Gem/gemmacoswindow.pd_darwin +++ b/Gem/gemmacoswindow.pd_darwin diff --git a/Gem/manual/Advanced.html b/Gem/manual/Advanced.html index 5c2a5f2..e23b090 100644 --- a/Gem/manual/Advanced.html +++ b/Gem/manual/Advanced.html @@ -1,27 +1,27 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Advanced</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Advanced objects</u></h2></center>
-
-<p><br>Todo:
-<p>more than 8 lights
-<br>pix_imageInPlace
-<br>accumrotate
-<br>camera
-<br>polygon and curve
-<br>text3d
-<br>pix_data
-<br>linear_path
-<br>spline_path
-<p><a href="index.html">[return]</a>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Advanced</title> +</head> +<body> + +<center> +<h2> +<u>Advanced objects</u></h2></center> + +<p><br>Todo: +<p>more than 8 lights +<br>pix_imageInPlace +<br>accumrotate +<br>camera +<br>polygon and curve +<br>text3d +<br>pix_data +<br>linear_path +<br>spline_path +<p><a href="index.html">[return]</a> +</body> +</html> diff --git a/Gem/manual/BasicObj.html b/Gem/manual/BasicObj.html index 80e5d84..b65dc68 100644 --- a/Gem/manual/BasicObj.html +++ b/Gem/manual/BasicObj.html @@ -1,115 +1,115 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Basic Objects</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Basic Objects</u></h2></center>
-
-<p><br>There are a number of objects which are the foundation for GEM.
-These objects are used in every patch and control the graphics and rendering.
-<p><a href="#gemwin">[gemwin]</a> - The window manager
-<br><a href="#gemhead">[gemhead]</a> - The start of a rendering chain
-<br><a href="#manips">manips</a> - Move an object in the window
-<br><a href="#geos">geos</a> - Render a shape
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="gemwin"></a>[gemwin]</h3>
-The graphics window is created and destroyed with the <i>[gemwin]</i> object.
-With the <i>[gemwin]</i> object, you can set the default size of the graphics
-window, create and destroy the graphics window, turn on and off rendering,
-etc. All basic GEM patches will have the following <i>[gemwin]</i>
-object with these messages:
-<center>
-<p><img SRC="gemwin.jpg" BORDER=1 height=128 width=78></center>
-The create and destroy messages will display and remove the graphics window.
-The 1 and 0 messages start and stop rendering.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="gemhead"></a>[gemhead]</h3>
-The <i>[gemhead]</i> object is the start of every rendering chain.
-A simple patch, which is located in examples/gem_basic/gem1.redSquare.pd
-looks like:
-<center>
-<p><img SRC="redSquare.jpg" BORDER=1 height=138 width=91></center>
-
-<p>This patch will render a red square. The <i>[gemhead]</i> object
-signifies the start of rendering. The <i>[color]</i> object sets the color
-for all objects after it in the chain. The <i>[square]</i> object renders
-a square into the graphics window based on the current color, texturing,
-and transformations. In this case, there is no texturing and no transformation.
-<p>Every rendering chain <b>MUST</b> start with a [gemhead]. If you
-do not put a <i>[gemhead]</i> at the beginning of the chain, then nothing
-will be rendered for that part of the patch.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="manips"></a>manips</h3>
-In the patch 01.basic/02.cube.pd, the <i>[translateXYZ]</i> object is
-introduced.
-<center>
-<p><img SRC="basicCube.jpg" BORDER=1 height=133 width=93></center>
-
-<p>The graphics are transformed and moved by the <i>manipulator</i> objects,
-or the manips. GEM has the following manips:
-<p><i>[color]</i> - set the color with a vector
-<br><i>[colorRGB]</i> - set the color with 3 discrete values
-<br><i>[rotate]</i> - rotate with an angle and vector
-<br><i>[rotateXYZ]</i> - rotate with 3 discrete values
-<br><i>[scale]</i> - scale with a vector
-<br><i>[scaleXYZ]</i> - scale with 3 discrete values
-<br><i>[translate]</i> - translate with a vector
-<br><i>[translateXYZ]</i> - translate with 3 discrete values
-<p>To understand the difference between the vector and discrete values
-version, realize that everything in is defined in 3 dimensions. These
-dimensions can be XYZ values, or RGB colors.
-<center>
-<p><img SRC="transXYZ.jpg" BORDER=1 height=92 width=201></center>
-
-<p>The two translate objects above will do exactly the same thing in a
-patch, but they provide two different ways to do it. <i>[translate]</i> accepts
-a scalar and vector. <i>[translateXYZ]</i> accepts three floats which
-specify a point in space. The manips will transform any object which
-appears after it in the rendering chain.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="geos"></a>geos</h3>
-Up above, we saw the <i>[square]</i> and <i>[cube]</i> objects. The other
-primary geos are:
-<p><i>[square]</i> - render a square
-<br><i>[circle]</i> - render a circle
-<br><i>[triangle]</i> - render a triangle
-<br><i>[cube]</i> - render a cube
-<br><i>[sphere]</i> - render a sphere
-<br><i>[cone]</i> - render a cone
-<p>The <i>[square]</i>, <i>[circle]</i>, <i>[cube]</i>, and <i>[triangle]</i> objects
-have a right-hand inlet to set the size of the shape. The default
-size is 1.
-<p>The <i>[cone]</i> and <i>[sphere]</i> objects are not perfectly smooth.
-They are actually composed of a number of polygons. In order to control
-the rendering better, the middle inlet is the size of the object, while
-the right-hand inlet is the number of slices to define the shape.
-Take a look at the patch gem_basic/gem3.sphere.pd to see how the number
-of slices can change the look of a sphere. Don't worry about the
-<i><a href="Lighting.html#world_light">[world_light]</a></i>
-object, it is just there to make it easier to see the difference in the
-number of slices. Make sure to click the 'lighting 0' message before
-closing the patch (if you don't, then other patches will probably be completely
-black until you quit and restart pd/GEM).
-<p>Your graphics window should look like this for 5 and 15 slices:
-<center>
-<p><img SRC="sphere5.jpg" BORDER=0 height=150 width=150><img SRC="sphere15.jpg" height=150 width=150></center>
-Obviously, the more slices that you use, the better the sphere looks.
-However, each slice adds more polygons, which can slow down your frame
-rate. In computer graphics, there is always a trade off between resolution
-and speed.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Basic Objects</title> +</head> +<body> + +<center> +<h2> +<u>Basic Objects</u></h2></center> + +<p><br>There are a number of objects which are the foundation for GEM. +These objects are used in every patch and control the graphics and rendering. +<p><a href="#gemwin">[gemwin]</a> - The window manager +<br><a href="#gemhead">[gemhead]</a> - The start of a rendering chain +<br><a href="#manips">manips</a> - Move an object in the window +<br><a href="#geos">geos</a> - Render a shape +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="gemwin"></a>[gemwin]</h3> +The graphics window is created and destroyed with the <i>[gemwin]</i> object. +With the <i>[gemwin]</i> object, you can set the default size of the graphics +window, create and destroy the graphics window, turn on and off rendering, +etc. All basic GEM patches will have the following <i>[gemwin]</i> +object with these messages: +<center> +<p><img SRC="gemwin.jpg" BORDER=1 height=128 width=78></center> +The create and destroy messages will display and remove the graphics window. +The 1 and 0 messages start and stop rendering. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="gemhead"></a>[gemhead]</h3> +The <i>[gemhead]</i> object is the start of every rendering chain. +A simple patch, which is located in examples/gem_basic/gem1.redSquare.pd +looks like: +<center> +<p><img SRC="redSquare.jpg" BORDER=1 height=138 width=91></center> + +<p>This patch will render a red square. The <i>[gemhead]</i> object +signifies the start of rendering. The <i>[color]</i> object sets the color +for all objects after it in the chain. The <i>[square]</i> object renders +a square into the graphics window based on the current color, texturing, +and transformations. In this case, there is no texturing and no transformation. +<p>Every rendering chain <b>MUST</b> start with a [gemhead]. If you +do not put a <i>[gemhead]</i> at the beginning of the chain, then nothing +will be rendered for that part of the patch. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="manips"></a>manips</h3> +In the patch 01.basic/02.cube.pd, the <i>[translateXYZ]</i> object is +introduced. +<center> +<p><img SRC="basicCube.jpg" BORDER=1 height=133 width=93></center> + +<p>The graphics are transformed and moved by the <i>manipulator</i> objects, +or the manips. GEM has the following manips: +<p><i>[color]</i> - set the color with a vector +<br><i>[colorRGB]</i> - set the color with 3 discrete values +<br><i>[rotate]</i> - rotate with an angle and vector +<br><i>[rotateXYZ]</i> - rotate with 3 discrete values +<br><i>[scale]</i> - scale with a vector +<br><i>[scaleXYZ]</i> - scale with 3 discrete values +<br><i>[translate]</i> - translate with a vector +<br><i>[translateXYZ]</i> - translate with 3 discrete values +<p>To understand the difference between the vector and discrete values +version, realize that everything in is defined in 3 dimensions. These +dimensions can be XYZ values, or RGB colors. +<center> +<p><img SRC="transXYZ.jpg" BORDER=1 height=92 width=201></center> + +<p>The two translate objects above will do exactly the same thing in a +patch, but they provide two different ways to do it. <i>[translate]</i> accepts +a scalar and vector. <i>[translateXYZ]</i> accepts three floats which +specify a point in space. The manips will transform any object which +appears after it in the rendering chain. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="geos"></a>geos</h3> +Up above, we saw the <i>[square]</i> and <i>[cube]</i> objects. The other +primary geos are: +<p><i>[square]</i> - render a square +<br><i>[circle]</i> - render a circle +<br><i>[triangle]</i> - render a triangle +<br><i>[cube]</i> - render a cube +<br><i>[sphere]</i> - render a sphere +<br><i>[cone]</i> - render a cone +<p>The <i>[square]</i>, <i>[circle]</i>, <i>[cube]</i>, and <i>[triangle]</i> objects +have a right-hand inlet to set the size of the shape. The default +size is 1. +<p>The <i>[cone]</i> and <i>[sphere]</i> objects are not perfectly smooth. +They are actually composed of a number of polygons. In order to control +the rendering better, the middle inlet is the size of the object, while +the right-hand inlet is the number of slices to define the shape. +Take a look at the patch gem_basic/gem3.sphere.pd to see how the number +of slices can change the look of a sphere. Don't worry about the +<i><a href="Lighting.html#world_light">[world_light]</a></i> +object, it is just there to make it easier to see the difference in the +number of slices. Make sure to click the 'lighting 0' message before +closing the patch (if you don't, then other patches will probably be completely +black until you quit and restart pd/GEM). +<p>Your graphics window should look like this for 5 and 15 slices: +<center> +<p><img SRC="sphere5.jpg" BORDER=0 height=150 width=150><img SRC="sphere15.jpg" height=150 width=150></center> +Obviously, the more slices that you use, the better the sphere looks. +However, each slice adds more polygons, which can slow down your frame +rate. In computer graphics, there is always a trade off between resolution +and speed. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/GemFaq.html b/Gem/manual/GemFaq.html index fe2e175..1fe41cd 100644 --- a/Gem/manual/GemFaq.html +++ b/Gem/manual/GemFaq.html @@ -1,667 +1,667 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Gem FAQ</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>GEM FAQ</u></h2></center>
-
-<p><br>* : new question
-<br>+ : changed question
-<p><img SRC="tribar.gif" height=13 width=561>
-<h2>
-<u>QUESTIONS</u></h2>
-<i><a href="#General">GENERAL</a></i>
-<br><a href="#1.1">1.1) What is GEM?</a>
-<br><a href="#1.2">1.2) What is Pd?</a>
-<br><a href="#1.3">1.3) What platforms do GEM and Pd run on?</a>
-<br><a href="#1.4.0">1.4.0) How do I install GEM and Pd on IRIX?</a>
-<br><a href="#1.4.1">1.4.1) How do I install GEM and Pd on linux?</a>
-<br><a href="#1.4.2">1.4.2) How do I install GEM and Pd on WinNT?</a>
-<br><a href="#1.7">1.7) What is a good intro to OpenGL?</a>
-<br><a href="#1.8">1.8) Are there any web sites for Pd or GEM?</a>
-<br><a href="#1.9">1.9) What libraries does GEM use? (aka: Who does Mark
-want to thank?)</a>
-<br><a href="#1.10">1.10) Are there any restrictions on GEM?</a>
-<br><a href="#1.11">1.11) How do I use GEM in a performance?</a>
-<p><i><a href="#UsingGem">USING GEM</a></i>
-<br><a href="#2.1">2.1) How do I (???)</a>
-<br><a href="#2.2">2.2) How do I make GEM run?</a>
-<br><a href="#2.3">2.3) Why doesn't GEM run?</a>
-<br><a href="#2.4">2.4) I've got it running. Now what?</a>
-<br><a href="#2.5">2.5) On IRIX 5.3, why does GEM dump with an rld error?</a>
-<br><a href="#2.6">2.6) Why can't I compile GEM on IRIX 5.3?</a>
-<br><a href="#2.7">2.7) Why is GEM slow in general?</a>
-<br><a href="#2.8">2.8) Why is GEM slow on IRIX?</a>
-<br><a href="#2.9">2.9) Why is GEM slow on WinNT/Win95?</a>
-<br><a href="#2.10">2.10) Why is GEM slow on Linux?</a>
-<br><a href="#2.11">2.11) If I resize the window, everything looks strange.</a>
-<br><a href="#2.12">2.12) Can GEM run on a 3Dfx Voodoo card?</a>
-<br><a href="#2.13">2.13) Will GEM support hardware transform and lighting
-(T&L) ?</a>
-<br><a href="#2.14">2.14) I get an error "GEM needs Truecolor visual support".</a>
-<p><i><a href="#ViewingObjects">VIEWING OBJECTS</a></i>
-<br><a href="#3.1">3.1) Why does everything seem dim?</a>
-<br><a href="#3.2">3.2) Why does everything seem dark?</a>
-<p><i><a href="#TextureMapping">TEXTURE MAPPING</a></i>
-<br><a href="#4.1">4.1) My image doesn't appear. What is going on?</a>
-<br><a href="#4.2">4.2) My image looks strange. What is going on?</a>
-<br><a href="#4.3">4.3) Why does GEM say that it can't handle a gray image?</a>
-<br><a href="#4.4">4.4) What image formats can GEM handle?</a>
-<br><a href="#4.5">4.5) What movie formats can GEM handle?</a>
-<br><a href="#4.6">4.6) Why is pix_draw so slow?</a>
-<p><i><a href="#WorkingWithPd">WORKING WITH PD</a></i>
-<br><a href="#5.1">5.1) Why do I get clicks in the audio?</a>
-<br><a href="#5.2">5.2) How do I get audio data to GEM?</a>
-<br><a href="#5.3">5.3) Why can't GEM find an image/model file?</a>
-<br><a href="#5.4">5.4) How can I optimize my patches?</a>
-<p><i><a href="#NewGemObjects">WRITING NEW GEM OBJECTS</a></i>
-<br><a href="#6.1">6.1) How do I write a new GEM object?</a>
-<br><a href="#6.2">6.2) What are the default OpenGL states?</a>
-<p><i><a href="#ObjectSpecific">OBJECT SPECIFIC</a></i>
-<br><a href="#7.1">7.1) Why doesn't <object> exist on <platform>?</a>
-<br><a href="#7.2">7.2) Why doesn't gemtablet work?</a>
-<br><a href="#7.3">7.3) I don't want GEM to take over my tablet.
-How do I stop it?</a>
-<br><a href="#7.4">7.4) Why doesn't gemmouse work in IRIX/Linux?</a>
-<br><a href="#7.5">7.5) Why doesn't gemorb work?</a>
-<br><a href="#7.6">7.6) What is wrong with pix_video in WinNT?</a>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h2>
-<u>ANSWERS</u></h2>
-<a NAME="General"></a><h3>GENERAL</h3>
-<br><a NAME="1.1"></a>1.1) What is GEM?
-<p>GEM is the Graphics Environment for Multimedia.
-It was originally written by <a href="mailto:mark@danks.org">Mark Danks</a> to generate real-time computer
-graphics, especially for audio-visual compositions. It originally ran under
-FTS/Max (which is why you might see some papers reference it), but all
-new development is under Pd.
-<p>You can get GEM at <a href="http://www.iem.at/GEM">http://gem.iem.at/</a>
-<p>GEM was sponsored by a grant from Intel (<a href="http://www.intel.com">http://www.intel.com</a>)
-<p>GEM was ported to <a href="http://www.linux.org">linux</a> by <a href="mailto:geiger@xdv.org">Günter Geiger</a>
-<p>GEM is now maintained by <a href="mailto:zmoelnig@iem.at">IOhannes m zmölnig</a>.
-<p>the core-development team consists of<ul>
-<li>chris clepper</li>
-<li>günter geiger</li>
-<li>daniel heckenberg</li>
-<li>james tittle</li>
-<li>IOhannes m zmölnig</li></ul>
-lots of contributions are made by various people (thanks to all of them)
-<p>----
-<br><a NAME="1.2"></a>1.2) What is Pd?
-<p>Pd is a real-time environment for audio and MIDI.
-It was written by <a href="mailto:msp@ucsd.edu">Miller Puckette</a>, who created FTS/Max when
-he was at IRCAM. Basically, Pd can be seen as the next generation
-of real-time visual programming languages. GEM runs inside of the
-Pd environment.
-<p>You can get Pd at <a href="http://www.crca.ucsd.edu/~msp/software.html">http://www.crca.ucsd.edu/~msp/software.html</a>
-<p>Pd is sponsored by a grant from Intel (<a href="http://www.intel.com">http://www.intel.com</a>)
-<p>----
-<br><a NAME="1.3"></a>1.3) What platforms do GEM and Pd run on?
-<p>GEM and Pd run on Windows (95, 98, ME, NT 4.0, 2000, XP), linux and macOS-X (>10.2).
-SGI-Irix (> 6.2) used to be supported but i don't have any prove that it still works).
-<a href="mailto:geiger@xdv.org">Günter Geiger</a>
-has done an initial port of GEM and Pd to Linux <a href="http://gige.epy.co.at/">http://gige.epy.co.at</a>).
-<p>GEM is now maintained by <a href="mailto:zmoelnig@iem.at">me</a> and
-developed by a team of several independent programmers (see <a href="1.1">section 1.1</a>)
-<p>----
-<br><a NAME="1.4"></a>1.4) How do I install GEM ?
-<p>----
-<br><a NAME="1.4.0"></a>1.4.0) How do I install GEM and Pd on IRIX?
-<p>See the readme for installing Pd.
-<p>GEM should be at
-<p>pd/gem
-<p>If you run GEM.INSTALL.sh, then all of the example files and documention
-should be put in the correct locations.
-<p>----
-<br><a NAME="1.4.1"></a>1.4.1) How do I install GEM and Pd on linux?
-<p>See the readme for installing Pd.
-<p>GEM should be at
-<p>chdir to <gem>/src/Gnu and build Gem following the instructions in the README.build
-(<tt>./configure; make</tt>)
-<p>If you then <tt>make install</tt>, then all of the example files and documention
-should be put in the correct locations.
-<p>if you are using debian, Gem should be available via apt</p>
-<p>if you are using an rpm-based distribution, check out the builds at planetCCRMA</p>
-<p>----
-<br><a NAME="1.4.2"></a>1.4.2) How do I install GEM and Pd on WinNT?
-<p>See the readme for installing Pd.
-<p>unzip GEM so that it is at
-<p>pd\gem
-<p>If you run GEM.INSTALL.bat, then all of the example files and documentation
-should be put in the correct locations.
-<p>there is also an installer for windows.
-<p>----
-<br><a NAME="1.4.3"></a>1.4.3) How do I install GEM and Pd on macOS?
-<p>See the readme for installing Pd.
-<p>there is also an installer for macOS.
-<p>----
-<br><a NAME="1.7"></a>1.7) What is a good intro to OpenGL?
-<p>The best book is the <u>OpenGL Programming Manual</u>
-by Mason and Woo. This is also called the "Red Book". If you search
-the web, there are many sites on OpenGL. A good starting point is
-<a href="http://www.opengl.org">http://www.opengl.org</a>.
-Also, Mark Kilgard (who used to work for SGI) has a wonderful site with
-lots of links (<a href="http://reality.sgi.com/mjk">http://reality.sgi.com/mjk</a>)
-Also, Normal Lin has written another great book on <u>3D-graphics under linux</u>
-<p>----
-<br><a NAME="1.8"></a>1.8) Are there any web sites for Pd or GEM?
-<p>Except for the ones noted above, there is the Japanese
-installation page at
-<br><a href="http://www.rinc.or.jp/~kotobuki/gem/index.htm">http://www.rinc.or.jp/~kotobuki/gem/index.htm</a>
-<p>There is a Pd mailing list. Subscription info
-is on IEM's site <a href="http://www.iem.at/mailinglists/pd-list">http://www.iem.at/mailinglists/pd-list</a>
-<p>One of pd's unofficial home-pages is at <a href="http://pd.iem.at">http://pd.iem.at</a> hosted by the
-<a href="http://iem.at">Institute of Electronic Music and Acoustics, Graz, Austria</a>
-<p>Also hosted by the <a href="http://iem.at">iem</a> is the site of the pd-community
-<a href="http://www.puredata.info">http://www.puredata.info</a>
-<p>An interesting place might also be Günter Geiger's size <a href="http://gige.epy.co.at/">http://gige.epy.co.at/</a>
-<p>there are lot's of other cool pages (search the net...)
-<p>----
-<br><a NAME="1.9"></a>1.9) What libraries does GEM use?
-(aka: Who does Mark want to thank?)
-<p>All copyrights and license info can be found in
-<br> GEM.LICENSE.TERMS
-<br> Thanks to Sam Leffner for libTiff, the TIFF image
-loader.
-<br>
-sam@engr.sgi.com
-<br> <a href="ftp://ftp.sgi.com/graphics/tiff/">ftp://ftp.sgi.com/graphics/tiff/</a>
-<br> Thanks to Masayuki Matsumoto for fstimage for OpenGL,
-the SGI
-<br> image loader.
-<br>
-matumot@dst.nk-exa.co.jp
-<br> Thanks to the Independent JPEG Group for libjpeg,
-the JPEG image loader.
-<br>
-jpeg-info@uunet.uu.net
-<br> <a href="ftp://ftp.simtel.net/pub/simtelnet/msdos/graphics/">ftp://ftp.simtel.net/pub/simtelnet/msdos/graphics/</a>
-<br> Thanks to Mark Kilgard at al. (and SGI) for glut, the openGL Utility Toolkit
-<br> <a href="http://www.pobox.com/~ndr">http://www.pobox.com/~ndr</a>
-<br> Thanks to Stephane Rehel for GLTT, the OpenGL TrueType
-render.
-<br>
-rehel@worldnet.fr
-<br> <a href="http://home.worldnet.fr/~rehel/gltt/gltt.html">http://home.worldnet.fr/~rehel/gltt/gltt.html</a>
-<br> Thanks to David Turner, Robert Wilhelm, and Werner
-Lemberg for
-<br> Freetype, a TrueType font
-rendering engine.
-<br>
-turner@enst.fr
-<br>
-robert@physiol.med.tu-muenchen.de
-<br>
-a7971428@unet.univie.ac.at
-<br> <a href="http://www.physiol.med.tu-muenchen.de/~robert/freetype.html">http://www.physiol.med.tu-muenchen.de/~robert/freetype.html</a>
-<br> Thanks to the MPEG Software Simulation Group, for
-libmpeg, the
-<br>MPEG-2 Encoder/Decoder
-<br>
-mssg@mpeg.org
-<br> <a href="http://www.mpeg.org/MSSG/">http://www.mpeg.org/MSSG/</a>
-<br> Thanks to Heroine for quicktime4linux
-a quickime Decoder
-and libmpeg3, another MPEG-2 Encoder/Decoder
-<br>MPEG-2 Encoder/Decoder
-<br>
-mssg@mpeg.org
-<br> <a href="http://heroinewarrior.com/">http://heroinewarrior.com/</a>
-<br> Thanks to LCS/Telegraphics for Wintab, the Windows
-tablet library.
-<br>
-wintab@pointing.com
-<br> Thanks to David McAllister for the Particle System
-library.
-<br>
-davemc@cs.unc.edu
-<br> <a href="http://www.cs.unc.edu/~davemc/Particle/">http://www.cs.unc.edu/~davemc/Particle/</a>
-<br> Thanks to John Stone for the Space Orb library,
-libOrb
-<br>
-j.stone@acm.org
-<br> <a href="http://www.umr.edu/~johns/projects/liborb/">http://www.umr.edu/~johns/projects/liborb/</a>
-<p>----
-<br><a NAME="1.10"></a>1.10) Are there any restrictions on GEM?
-<p>GEM is under the Gnu Public License. This basically
-means that it will always be free software.Check out <a href="http://www.gnu.org">http://www.gnu.org</a>
-for more information and read the full license in GnuGPL.LICENSE in the GEM release.
-<p>----
-<br><a NAME="1.11"></a>1.11) How do I use GEM in a performance?
-<p>This is a constant problem, because there is no consistent
-way to display video on any platform. Also, you usually do not want
-to send the entire screen, but only the GEM window. It is also useful
-to be able to edit/control the Pd patch window while the patch is actually
-running.
-<p>On SGIs, the best way is to get a video out option.
-On the SGI O2, Impact, and Onyx (Mark has used all of these), there is a
-simple connector or breakout box to do video.
-If you run the video out program, then you will get a rectangle on your screen
-which shows what is being sent out the video connector.
-Make your GEM window a little larger than 640x480 and center it in the rectangle.
-You can now project this with a standard video projector.
-<p>On PCs it is a bit harder.
-Several modern video-cards have the possibility to output several screens
-(either 2 (or more) VGA-screens or 1 VGA-screen and 1 TV (Composite or S-HVS)
-or a combination with DFTs)
-If you have a Canopus Voodoo2 card it has a video and s-video output on it. As described
-in <a href="#2.12">question 2.12</a>, you can get a Voodoo to work with
-GEM. If any one else has a better solution, please let me know.
-The nVidia Riva TNTs require that you output the full screen, so this is
-not a very good option. You can use a video scan convertor.
-Some of them only display a part of the scene, which is exactly what you
-want.
-<p>With modern multi-headed cards it is more simple:
-Configure your card to display the desktop spread over your multiple screens
-(e.g.: from left-to-right).
-On windows and macOS you can do this via the display-properties dialog.
-On linux you will have to edit your /etc/X11/XF86Config-4 file either by hand or
-(if your system supports it) via an appropriate editor (yes, nowadays there are some).
-Now create your gem-window on the second screen:
-it should have the same dimensions as the 2nd screen (e.g: "[dimen 800 600(").
-to place it at the second screen use the offset (e.g: if your primary sreen
-(the one you want for patch-editing) has the dimension 1024x768 use "[offset 1024 0(",
-which will create the gem-window 1024 pixels right of the upper-left corner
-of the total screen (and 0 pixels below it),
-which is exactly the upper-left corner of the 2nd screen.
-You most probably want to turn off the borders with "[border 0(".<br>
-<em>Note:</em> some grafix-card have openGL-hardware-acceleration only on the 1st screen
-(so you should create the gem-window on the 1st screen and move
-your patches to the 2nd screen)
-<p>If you are using an XServer for displaying (under linux) you can also use another
-computer for rendering.
-You can specify the place where the gem-window should be created with something like
-"create <<em>render.host</em>>:0.0"
-
-<p>If you are doing audio with graphics, the only solution
-to prevent clicking (<a href="#5.1">question 5.1</a>) is to run 2 computers
-and have them communicate with netsend/netreceive. We are working
-on making Pd/GEM multi-processor friendly, so if you have a multi-processor
-system, you can run everything on one machine eventually.
-<p>
-<hr WIDTH="100%"><a NAME="UsingGem"></a><h3><i>USING GEM</i></h3>
-<br><a NAME="2.1"></a>2.1)How do I (???)
-<p>Many of the general usage questions are probably
-answered in the manual or release notes. The pd mailing list is also
-a good place to find answers as well.
-<p><a NAME="2.2"></a>2.2) How do I make GEM run?
-<p>GEM is not an executable. It requires Pd to
-work and is loaded in at run time. For example, I have an alias on
-the SGI which does
-<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem
-<p>and on WinNT
-<p>\pdDir\pd\bin\pd -lib /pdDir/pd/gem/Gem
-<p>on UNIX-systems you will probably want to use a <tt>.pdrc</tt> file,
- where you can put the command-line arguments for pd that you "always" need.
-<p>If you don't see a startup message from GEM, then something went wrong.
-<p>Most people use use the command shell to start Pd.
-It is not very difficult to configure Pd to run from double-clicking on the icon.
-<p>----
-<br><a NAME="2.3"></a>2.3) Why doesn't GEM run?
-<p><b>Notice that the -lib flag always requires Unix
-styles slashes</b>. This is the case even on Windows.
-<p>You may also want to use the -nosound flag.
-For instance, my PC has problems using audio (it leaks memory), so I just
-turn off the audio part of Pd. However, other people can't get GEM
-to work if the -nosound is used (on Win95). You can also try the
--dac or -adc flags (for digital-analog-conversion only and analog-digital-conversion
-only).
-<p>----
-<br><a NAME="2.4"></a>2.4) I've got it running. Now what?
-<p>Try out the manual. It will step you through
-the basics.
-<br> You will also want to look at the example files.
-Assuming that everything is installed correctly, you can get to the examples
-by going to the Help menu in Pd and selecting examples. A bunch of
-the patches should start with gem<something>. The best one is
-<i>gem/01.basic/01.redSquare.pd</i>
-It puts a red square up on the screen and allows you to rotate it. <i>gemImage.pd</i>
-shows how to load in a TIFF file. <i>gem/03.lighting/04.moveSpheres.pd</i>
-moves two spheres around the screen. Try the other ones.
-<br> Most of the GEM objects have test patches which
-give some information about the various controls for the object.
-<p>----
-<br><a NAME="2.5"></a>2.5) On IRIX 5.3, why does GEM dump with an rld error?
-<p>GEM only works under IRIX 6.2+. The rld error
-is probably something about not having glBindTextureEXT (or something).
-OpenGL 1.0 has some extensions to speed up texture mapping (which are an
-integral part of OpenGL 1.1). However, these don't exist on IRIX
-5.3. If you recompile GEM (see the next question), things should
-work fine.
-<br> I don't have access to an IRIX machine, so don't
-expect any builds from me. Upgrading to IRIX 6.2+ is worth it.
-<p>----
-<br><a NAME="2.6"></a>2.6) Why can't I compile GEM on IRIX 5.3?
-<p>There was probably an error saying that the compiler
-couldn't find the file "dmedia/vl_vino.h" in pix_videoSGI.cpp. IRIX
-6.2+ adds new functionality to the media libraries which makes life much
-easier. You cannot compile pix_video or pix_indycam as is under 5.3.
-You can remove them from the Pix/Makefile and from the linker part of the
-global Makefile. You will also need to recompile the Td and Tiff
-libraries.
-<p>There shouldn't be any problems doing this. I haven't tried any
-of this, so if it works for someone, please let me know.
-<p>----
-<br><a NAME="2.7"></a>2.7) Why is GEM slow in general?
-<p>Examine what you are doing. If you are constantly
-changing textures, then this is probably your problem. If you have
-models with a million triangles, then this is probably the problem.
-Compare what you are doing with realistic specs on your system. Some
-systems slow down when they have to draw very large polygons (slow fill
-rate).
-<br> You can also turn on profiling to see how long it
-takes to render a frame. Send a profile message to the gemwin object.
-The number that is printed is the number of milliseconds one frame takes
-to render. 50 milliseconds is 20 frames per second. 'profile 2' is
-good if you want to see how long the image processing is taking.
-<br> profile 0 - turn off profiling
-<br> profile 1 - turn on profiling
-<br> profile 2 - turn on profiling
-and don't cache pixes
-<p>----
-<br><a NAME="2.8"></a>2.8) Why is GEM slow on IRIX?
-<p>If you are having major slowdowns, then please let
-me know. I have gotten very good performance on most machines (Indy,
-O2, Impact, Onyx2).
-<p>----
-<br><a NAME="2.9"></a>2.9) Why is GEM slow on WinNT/Win95?
-<p>You probably don't have hardware acceleration.
-You can use software rendering, but it basically useless except for extremely
-basic patches. You can get a good graphics accelerator for really
-cheap these days. I recommend a card based on nVidia's chipsets,
-such as the TNT2 or GeForce, but there are other companies such as 3dfx
-and Matrox. Make sure that you are running the latest drivers for
-your card. The basic drivers that come with the cards are usually
-very bad.
-<br> Also, PCs don't deal with lots of texture maps very
-well (they are bus limited, at least until AGP), so if you are trying to
-use lots of constantly changing texture maps
-(especially with [pix_multiimage], [pix_video] or [pix_film]), that will cause problems.
-<p>----
-<br><a NAME="2.10"></a>2.10) Why is GEM slow on Linux?
-<p>It is because you have to use Mesa, which might be
-running iin software. Mesa (<a href="http://www.mesa.org">http://www.mesa.org</a>)
-is an awesome package by Brian Paul (brianp@avid.com) which "emulates"
-OpenGL. Basically, it is a fully compliant OpenGL package, but it
-isn't officially sanctioned by the OpenGL ARB, such, it is doesn't have
-the OpenGL name. There is an acceleration package for the many graphics
-card, but I don't know anything about it.
-<br>nVidia is being very supportive of Linux:
-their TNT2 and GeForce cards work under Linux with hardware-acceleration of openGL.
-(but the drivers are proprietary)
-<br>radeon cards should also be supported very well under linux (even with open-source drivers)
-<p>----
-<br><a NAME="2.11"></a>2.11) If I resize the window, everything looks strange.
-<p>GEM doesn't trap resize events in IRIX or Linux (this
-is not a problem in WinNT). This means that OpenGL doesn't have the
-correct information to render properly. If you want to resize the
-window, send a 'dimen x y' message to gemwin before you create the window.
-<p>----
-<br><a NAME="2.12"></a>2.12) Can GEM run on a 3Dfx Voodoo card?
-<p>I (this is: Mark Danks) have a Voodoo2 card, which runs fine under WinNT.
-I use the OpenGL beta driver from 3Dfx at work all the time without any
-problems and, except that the Voodoo takes over the full screen, it seems
-to work fine. You will need to download the OpenGL Beta driver from
-3Dfx's web site at http://www.3dfx.com and put the OpenGL32.dll into the
-same directory as pd.exe (NOT gem.dll). Debugging patches is much
-easier if you have two monitors, one for the 3-D card and one for the 2-D
-card.
-<p>IMPORTANT: You MUST set the environment variable
-<p>GEM_SINGLE_CONTEXT = 1
-<p>to make the Voodoo card work. It will make a window 640x480 (which
-is the correct size for TV video out on my Canopus V2 card). On WinNT,
-right click "My Computer" and go to "Properties". On the "Environment"
-tab, you need to add the variable "GEM_SINGLE_CONTEXT" with a value of
-1.
-<br>Resizing the GEM window with a Voodoo card is not
-a great idea. The Voodoo card can only display certain window sizes and
-will clip the graphics.
-<p>For the tech heads in the audience...I create an
-OpenGL context at startup and never actually display its associated window.
-This means that GEM objects can create display lists, call OpenGL commands,
-etc. in their constructors, even if no window is actually being displayed.
-However, with the Voodoo card, there can only be one OpenGL context.
-So, instead of creating one context and just holding onto it in the background,
-I create the normal GEM window and associate the OpenGL context with it...and
-the user can never destroy or close that window.
-<p>----
-<br><a NAME="2.13"></a>2.13) Will GEM support hardware transform and lighting
-(T & L)?
-<p>Absolutely! Unlike some other APIs, OpenGL
-will automatically use hardware accelerated transform and lighting if the
-card has it. GEM gets great performance from cards like nVidia's
-GeForce.
-<p><a NAME="2.14"></a>2.14) I get an error "GEM needs Truecolor visual
-support".
-<p>This error means that your X display is running with
-paletted colors, which is the result of limited color depth. If you
-start the X display with
-<p>startx -- -bpp 16
-<p>or some higher number, then it should work fine. 32-bit color
-is the best.
-<p>
-<hr WIDTH="100%"><a NAME="ViewingObjects"></a><h3><i>VIEWING OBJECTS</i></h3>
-<br><a NAME="3.1"></a>3.1)Why does everything seem dim?<
-<p>You probably turned on lighting but don't have any
-lights in the world. Either add a light with <i>world_light</i> or
-<i>light</i>
-or turn lighting off by sending a message 'lighting 0' to the <i>gemwin</i>.
-You can also send a reset message to <i>gemwin</i> to set it back to the
-startup state (which doesn't have any lighting).
-<p>----
-<br><a NAME="3.2"></a>3.2) Why does everything seem dark?
-<p>See question 3.1.
-<br> If you are using <tt>view</tt> in your patch to change the viewpoint,
-you may not be pointing in the correct direction. You also might have translated
-everything outside of the current viewport.
-<br> Also, if you have been using single buffering ('buffer
-1' message to <i>gemwin</i>), then you might still be in that mode.
-Either send a 'buffer 2' message or a 'reset' message to <i>gemwin</i>.
-Then, destroy and create your window.
-<p>
-<hr WIDTH="100%"><a NAME="TextureMapping"></a><h3><i>TEXTURE MAPPING</i></h3>
-<br><a NAME="4.1"></a>4.1) My image doesn't appear. What is going
-on?
-<p>Normally images have to be texture-mapped onto Geos.
-You have to use [pix_texture] to map the current image onto a Geo.
-"Current" means that any pix-manipulation that is done after texturing will not be displayed.
-<p>Any Geo has a color (which is initially set to white).
-If you have set the color to black, your Geo (including the image) might be very dark.
-If you are using alpha-blending, make sure that the Geo is not invisible.
-<p>Normally images that want to be texture mapped with openGL should have dimensions that are a power of 2 in both height and width.
-Now [pix_texture] will make this totally transparent to you (so normally you don't have to care about the size of the image).
-However with non-power-of-2 images <i>pix_coordinate</i> might not behave as expected,
-because these images need absolute texture-coordinates rather than normalized ones
-(as are used with power-of-2 images): so if the texture-coordinates are set to "(0,0) (1,0) (1,1) (0,1)" you might see only the first pixel of the image (which might be black).
-<p>Also, make sure that GEM can find your image (ie,
-that the path name is correct).
-<p>----
-<br><a NAME="4.2"></a>4.2) My image looks strange. What is going
-on?
-<p>GEM supports gray8, YUV, and RGBA images. If
-it sees that the number of bits per channel and the number of channels
-is something that it should be able to handle, it tries to load the raw
-data. If you have compressed or stored the pixel data in some "strange"
-format, then GEM will probably not read the information correctly.
-<br> Also, if it is an RGBA image, then make sure that
-the alpha channel is something useful (this only matters if you are using
-the alpha channel, like in the alpha object or pix_mask).
-<p>----
-<br><a NAME="4.3"></a>4.3) Why does GEM say that it can't handle a gray
-image?
-<p>This error message occurs whenever a pix object receives
-a gray8 image and the implementor hasn't provided a way to deal with that
-format of image. (Implementors often only provide functions for GEM's <i>native</i>
-color-format RGBA. Any other color-format (like BGR) will try to call the function
-for gray8 images, which might not be supported.)
- If you do not want to change the image format with some extern image-programm
-(like Photoshop or the Gimp) you might want to try <i>pix_rgba</a>
-or harass whoever made the object to add the functionality.
-<p>----
-<br><a NAME="4.4"></a>4.4) What image formats can GEM handle?
-<p>GEM can read in TIFF, JPEG, and SGI images.
-These can be in any color format. Gray scale images are loaded in
-as gray scale (ie, one byte per pixel). Everything else is loaded
-in or converted to an RGBA image (ie, four bytes per pixel). If there
-is an alpha channel, then it will be respected. Otherwise, the alpha
-channel will be set to fully opaque (alpha == 255).
-<p>GEM can write TIFF and JPEG images.
-TIFF-images will be full RGBA-images, wheras JPEG-files only support (compressed) RGB.
-<p>----
-<br><a NAME="4.5"></a>4.5) What movie formats can GEM handle?
-<p>The movie formats GEM can handle (still) depend on the platform
-you are using.
-<p>On Windoze you can read all AVI-files you have codecs for
-<p>On linux the readable formats depend on the libraries you had installed when you compiled GEM.
-Currently there is (optional) support for AVI, quicktime (*.MOV) and MPEG (*.MPG) files.
-Not all quicktime-formats are supported. This is unfortunate but is due to linux restrictions.
-I highly recommend that you install the mpeg3-library from Heroine because it is much more stable than mpeg1 (which comes with many linux-distributions).
-If you have compiled in support for libavifile, you will be able to open Micro$oft-AVI-files.
-If you have installed the proper codecs
-(libavifile supports a mechanism for loading codecs from windows-DLLs) you should be able to
-open almost any format.
-
-If you have serious problems, mail them <a href="mailto:zmoelnig@iem.at">to me</a>.
-(Be ready to upload the movie-file that won't work)
-<p>----
-<br><a NAME="4.6"></a>4.6) Why is <i>pix_draw</i> so slow?
-<p><i>pix_draw</i> is almost never hardware accelerated
-on PCs graphics accelerator. This means that it runs <i>extremely</i>
-slowly. Always use <i>pix_texture</i>, even if you are just displaying
-an image.
-<p>
-<hr WIDTH="100%"><a NAME="WorkingWithPd"></a><h3><i>WORKING WITH PD</i></h3>
-<br><a NAME="5.1"></a>5.1) Why do I get clicks in the audio?
-<p>If you are getting a constant stream of clicks in
-your audio, then it is probably because you are trying to do graphics and
-audio in the same process. Rendering a graphics frame usually takes
-longer than the size of the audio buffer, which is why you get clicks (the
-clicks are usually at 20Hz...the typical frame rate).
-<br> One way around this is to use two computers, one
-for graphics and one for audio. If you have enough processing power
-(or dual processors), then you can run two versions of Pd, one for graphics
-and one for audio. Just use <i>netsend</i> and <i>netreceive</i>
-to have the two versions of Pd talk to each other.
-<p>----
-<br><a NAME="5.2"></a>5.2) How do I get audio data to GEM?
-<p>One simple way to get raw audio values right now is
-to use <i>snapshot~</i>. Just set up a <i>metro</i> which bangs <i>snapshot~</i>
-and use the floating point value. If you want "musical" information,
-then use objects such as <i>env~</i>.
-You might also have a look at the <i>pix_sig2pix~</i> which interprets audio-data as pixels
-and its counterpart <i>pix_pix2sig~</i>
-<p>----
-<br><a NAME="5.3"></a>5.3) Why can't GEM find an image/model file?
-<p>This means that GEM can't locate the file.
-If you use an absolute path (with / for instance), then GEM will look there.
-Otherwise, GEM will look in the directory of where the patch is.
-Then pd/GEM will search the paths you specified at startup with the <i>-path</i> flag.
-<p>Check the following:
-<p>1) Does the file exist?
-<br> 2) Did you make a typo in the filename?
-<br> 3) Is the file in the search-path ?
-<p>----
-<br><a NAME="5.4"></a>5.4) How can I optimize my patches?
-<p>One of the biggest performance hits is having UI
-elements in your patch which have to be updated. The biggest performance
-hog is the number box. While the number box is great for debugging,
-make sure that they are all gone from your "release" patch. If you
-run a performance meter, you will see that whenever Tcl/Tk has to update
-the user interface, it sucks the entire processor. Another examples
-of this is when you move a lot of objects at once, everything jerks and
-slides across the screen. There are probably ways to improve this...
-<br> Another problem is doing unneccessary calculations.
-When you are throwing lots of numbers around, especially packing/unpacking,
-doing vector math, etc., they add up. If the calculations are going
-unused (for instance, that part of the patch is turned off), then do not
-trigger the math objects. Use <i>spigot</i> or <i>gate</i> and block
-the events early. This is especially important with objects that
-send a lot of numbers, like ~ objects or <i>line</i>/<i>tripleLine</i>.
-<p>
-<hr WIDTH="100%"><a NAME="NewGemObjects"></a><h3><i>WRITING NEW GEM OBJECTS</i></h3>
-<br><a NAME="6.1"></a>6.1) How do I write a new GEM object?
-<p>For the time being, you have to look at the code.
-It is fairly well documented and straight forward (if you know C++ and
-OOP). Start with an object which is similar to what you want and
-derive a new class. The biggest issue right now is how to load in
-GEM as a DSO/DLL. For SGIs, you will need to setenv LD_LIBRARY_PATH.
-On NT, you will need to have your path include the directory with GEM.
-<p>----
-<br><a NAME="6.2"></a>6.2) What are the default OpenGL states?
-<p>GemMan (and by association, gemwin) disables alpha
-testing, alpha blending, culling, and lighting. Lighting defaults
-to two sided, with GL_COLOR_MATERIAL enabled. The viewport is set
-to
-<p>float xDivy = (float)m_width / (float)m_height;
-<br> glMatrixMode(GL_PROJECTION);
-<br> glLoadIdentity();
-<br> glFrustum(-xDivy, xDivy, -1.0, 1.0, 1.0, 20.0);
-<br> gluLookAt(0.0, 0.0, 4.0, 0.0, 0.0, 0.0, 0.0, 1.0,
-0.0);
-<br> glMatrixMode(GL_MODELVIEW);
-<br> glViewport(0, 0, m_width, m_height);
-<p>which gives a range of about -4 to 4 in X and Y at the origin.
-This is a small range, but changing it now would break a lot of patches.
-<p>The specific functions to look at are:
-<p>GemMan::windowInit()
-<br>GemMan::resetValues()
-<br>gemhead::renderGL()
-<p>
-<hr WIDTH="100%"><a NAME="ObjectSpecific"></a><h3><i>OBJECT SPECIFIC</i></h3>
-<br><a NAME="7.1"></a>7.1) Why doesn't <object> exist on <platform>?
-<p>Usually, this is because I don't have the resources
-to get the object running on that platform. If an object that you
-want doesn't exist on your platform, then ask for it! However, if
-it is tied to hardware, then it is much less likely that I will be able
-to do anything about it (unless someone donates the hardware to me...)
-<p>----
-<br><a NAME="7.2"></a>7.2) Why doesn't <i>gemtablet</i> work?
-<p><i>gemtablet</i> only works on WinNT. I don't
-have drivers for IRIX or Linux (also, see question 7.4)
-<br> If GEM can find the tablet, then it will print a
-message at window creation time. If you don't see a message, then
-GEM doesn't think that you have a tablet.
-<br> The tablet is mapped to the size of the GEM graphics
-window.
-<p>---
-<br><a NAME="7.3"></a>7.3) I don't want GEM to take over my tablet.
-How do I stop it?
-<p>Set the environment variable
-<p>GEM_NO_TABLET = 1
-<p>----
-<br><a NAME="7.4"></a>7.4) Why doesn't <i>gemmouse</i> work in IRIX?
-<p>Basically, I don't have physical access to an SGI machine.
-This makes it hard to do some of the OS specific work.
-It should be straightforward to do the event handling, so if someone gets
-it working, I would love to include it (and give you credit). All
-you have to do is call the correct event functions from GemEvent.h and
-everything should just start to work (ie, gemmouse doesn't have any OS
-specific code in it).
-<p>----
-<br><a NAME="7.5"></a>7.5) Why doesn't gemorb work?
-<p>You need to make sure that your SpaceOrb is hooked
-up correctly. I am using a library which isn't supported by SpaceTec so
-there can be problems, although I have not had any.
-<br> <RANT> When will companies wake up and actually
-provide drivers and support for their products under WinNT? </RANT>
-<p>----
-<br><a NAME="7.6"></a>7.6) What is wrong with <i>pix_video</i> in WinNT?
-<p>I haven't completely figured out how to get access
-to the video stream in WinNT. I'm using Video for Windows with a
-Connectix QuickCam, as well as an Intel Video Capture Card, and it seems
-to assume that you are only writing to a file or previewing into a window.
-Windows tries to take over the system and doesn't really provide any stable
-hooks (unlike IRIX). If anyone knows how to deal with this, please
-let me know.
-<p><a href="index.html">[return]</a>
-<br>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Gem FAQ</title> +</head> +<body> + +<center> +<h2> +<u>GEM FAQ</u></h2></center> + +<p><br>* : new question +<br>+ : changed question +<p><img SRC="tribar.gif" height=13 width=561> +<h2> +<u>QUESTIONS</u></h2> +<i><a href="#General">GENERAL</a></i> +<br><a href="#1.1">1.1) What is GEM?</a> +<br><a href="#1.2">1.2) What is Pd?</a> +<br><a href="#1.3">1.3) What platforms do GEM and Pd run on?</a> +<br><a href="#1.4.0">1.4.0) How do I install GEM and Pd on IRIX?</a> +<br><a href="#1.4.1">1.4.1) How do I install GEM and Pd on linux?</a> +<br><a href="#1.4.2">1.4.2) How do I install GEM and Pd on WinNT?</a> +<br><a href="#1.7">1.7) What is a good intro to OpenGL?</a> +<br><a href="#1.8">1.8) Are there any web sites for Pd or GEM?</a> +<br><a href="#1.9">1.9) What libraries does GEM use? (aka: Who does Mark +want to thank?)</a> +<br><a href="#1.10">1.10) Are there any restrictions on GEM?</a> +<br><a href="#1.11">1.11) How do I use GEM in a performance?</a> +<p><i><a href="#UsingGem">USING GEM</a></i> +<br><a href="#2.1">2.1) How do I (???)</a> +<br><a href="#2.2">2.2) How do I make GEM run?</a> +<br><a href="#2.3">2.3) Why doesn't GEM run?</a> +<br><a href="#2.4">2.4) I've got it running. Now what?</a> +<br><a href="#2.5">2.5) On IRIX 5.3, why does GEM dump with an rld error?</a> +<br><a href="#2.6">2.6) Why can't I compile GEM on IRIX 5.3?</a> +<br><a href="#2.7">2.7) Why is GEM slow in general?</a> +<br><a href="#2.8">2.8) Why is GEM slow on IRIX?</a> +<br><a href="#2.9">2.9) Why is GEM slow on WinNT/Win95?</a> +<br><a href="#2.10">2.10) Why is GEM slow on Linux?</a> +<br><a href="#2.11">2.11) If I resize the window, everything looks strange.</a> +<br><a href="#2.12">2.12) Can GEM run on a 3Dfx Voodoo card?</a> +<br><a href="#2.13">2.13) Will GEM support hardware transform and lighting +(T&L) ?</a> +<br><a href="#2.14">2.14) I get an error "GEM needs Truecolor visual support".</a> +<p><i><a href="#ViewingObjects">VIEWING OBJECTS</a></i> +<br><a href="#3.1">3.1) Why does everything seem dim?</a> +<br><a href="#3.2">3.2) Why does everything seem dark?</a> +<p><i><a href="#TextureMapping">TEXTURE MAPPING</a></i> +<br><a href="#4.1">4.1) My image doesn't appear. What is going on?</a> +<br><a href="#4.2">4.2) My image looks strange. What is going on?</a> +<br><a href="#4.3">4.3) Why does GEM say that it can't handle a gray image?</a> +<br><a href="#4.4">4.4) What image formats can GEM handle?</a> +<br><a href="#4.5">4.5) What movie formats can GEM handle?</a> +<br><a href="#4.6">4.6) Why is pix_draw so slow?</a> +<p><i><a href="#WorkingWithPd">WORKING WITH PD</a></i> +<br><a href="#5.1">5.1) Why do I get clicks in the audio?</a> +<br><a href="#5.2">5.2) How do I get audio data to GEM?</a> +<br><a href="#5.3">5.3) Why can't GEM find an image/model file?</a> +<br><a href="#5.4">5.4) How can I optimize my patches?</a> +<p><i><a href="#NewGemObjects">WRITING NEW GEM OBJECTS</a></i> +<br><a href="#6.1">6.1) How do I write a new GEM object?</a> +<br><a href="#6.2">6.2) What are the default OpenGL states?</a> +<p><i><a href="#ObjectSpecific">OBJECT SPECIFIC</a></i> +<br><a href="#7.1">7.1) Why doesn't <object> exist on <platform>?</a> +<br><a href="#7.2">7.2) Why doesn't gemtablet work?</a> +<br><a href="#7.3">7.3) I don't want GEM to take over my tablet. +How do I stop it?</a> +<br><a href="#7.4">7.4) Why doesn't gemmouse work in IRIX/Linux?</a> +<br><a href="#7.5">7.5) Why doesn't gemorb work?</a> +<br><a href="#7.6">7.6) What is wrong with pix_video in WinNT?</a> +<p><img SRC="tribar.gif" height=13 width=561> +<h2> +<u>ANSWERS</u></h2> +<a NAME="General"></a><h3>GENERAL</h3> +<br><a NAME="1.1"></a>1.1) What is GEM? +<p>GEM is the Graphics Environment for Multimedia. +It was originally written by <a href="mailto:mark@danks.org">Mark Danks</a> to generate real-time computer +graphics, especially for audio-visual compositions. It originally ran under +FTS/Max (which is why you might see some papers reference it), but all +new development is under Pd. +<p>You can get GEM at <a href="http://www.iem.at/GEM">http://gem.iem.at/</a> +<p>GEM was sponsored by a grant from Intel (<a href="http://www.intel.com">http://www.intel.com</a>) +<p>GEM was ported to <a href="http://www.linux.org">linux</a> by <a href="mailto:geiger@xdv.org">Günter Geiger</a> +<p>GEM is now maintained by <a href="mailto:zmoelnig@iem.at">IOhannes m zmölnig</a>. +<p>the core-development team consists of<ul> +<li>chris clepper</li> +<li>günter geiger</li> +<li>daniel heckenberg</li> +<li>james tittle</li> +<li>IOhannes m zmölnig</li></ul> +lots of contributions are made by various people (thanks to all of them) +<p>---- +<br><a NAME="1.2"></a>1.2) What is Pd? +<p>Pd is a real-time environment for audio and MIDI. +It was written by <a href="mailto:msp@ucsd.edu">Miller Puckette</a>, who created FTS/Max when +he was at IRCAM. Basically, Pd can be seen as the next generation +of real-time visual programming languages. GEM runs inside of the +Pd environment. +<p>You can get Pd at <a href="http://www.crca.ucsd.edu/~msp/software.html">http://www.crca.ucsd.edu/~msp/software.html</a> +<p>Pd is sponsored by a grant from Intel (<a href="http://www.intel.com">http://www.intel.com</a>) +<p>---- +<br><a NAME="1.3"></a>1.3) What platforms do GEM and Pd run on? +<p>GEM and Pd run on Windows (95, 98, ME, NT 4.0, 2000, XP), linux and macOS-X (>10.2). +SGI-Irix (> 6.2) used to be supported but i don't have any prove that it still works). +<a href="mailto:geiger@xdv.org">Günter Geiger</a> +has done an initial port of GEM and Pd to Linux <a href="http://gige.epy.co.at/">http://gige.epy.co.at</a>). +<p>GEM is now maintained by <a href="mailto:zmoelnig@iem.at">me</a> and +developed by a team of several independent programmers (see <a href="1.1">section 1.1</a>) +<p>---- +<br><a NAME="1.4"></a>1.4) How do I install GEM ? +<p>---- +<br><a NAME="1.4.0"></a>1.4.0) How do I install GEM and Pd on IRIX? +<p>See the readme for installing Pd. +<p>GEM should be at +<p>pd/gem +<p>If you run GEM.INSTALL.sh, then all of the example files and documention +should be put in the correct locations. +<p>---- +<br><a NAME="1.4.1"></a>1.4.1) How do I install GEM and Pd on linux? +<p>See the readme for installing Pd. +<p>GEM should be at +<p>chdir to <gem>/src/Gnu and build Gem following the instructions in the README.build +(<tt>./configure; make</tt>) +<p>If you then <tt>make install</tt>, then all of the example files and documention +should be put in the correct locations. +<p>if you are using debian, Gem should be available via apt</p> +<p>if you are using an rpm-based distribution, check out the builds at planetCCRMA</p> +<p>---- +<br><a NAME="1.4.2"></a>1.4.2) How do I install GEM and Pd on WinNT? +<p>See the readme for installing Pd. +<p>unzip GEM so that it is at +<p>pd\gem +<p>If you run GEM.INSTALL.bat, then all of the example files and documentation +should be put in the correct locations. +<p>there is also an installer for windows. +<p>---- +<br><a NAME="1.4.3"></a>1.4.3) How do I install GEM and Pd on macOS? +<p>See the readme for installing Pd. +<p>there is also an installer for macOS. +<p>---- +<br><a NAME="1.7"></a>1.7) What is a good intro to OpenGL? +<p>The best book is the <u>OpenGL Programming Manual</u> +by Mason and Woo. This is also called the "Red Book". If you search +the web, there are many sites on OpenGL. A good starting point is +<a href="http://www.opengl.org">http://www.opengl.org</a>. +Also, Mark Kilgard (who used to work for SGI) has a wonderful site with +lots of links (<a href="http://reality.sgi.com/mjk">http://reality.sgi.com/mjk</a>) +Also, Normal Lin has written another great book on <u>3D-graphics under linux</u> +<p>---- +<br><a NAME="1.8"></a>1.8) Are there any web sites for Pd or GEM? +<p>Except for the ones noted above, there is the Japanese +installation page at +<br><a href="http://www.rinc.or.jp/~kotobuki/gem/index.htm">http://www.rinc.or.jp/~kotobuki/gem/index.htm</a> +<p>There is a Pd mailing list. Subscription info +is on IEM's site <a href="http://www.iem.at/mailinglists/pd-list">http://www.iem.at/mailinglists/pd-list</a> +<p>One of pd's unofficial home-pages is at <a href="http://pd.iem.at">http://pd.iem.at</a> hosted by the +<a href="http://iem.at">Institute of Electronic Music and Acoustics, Graz, Austria</a> +<p>Also hosted by the <a href="http://iem.at">iem</a> is the site of the pd-community +<a href="http://www.puredata.info">http://www.puredata.info</a> +<p>An interesting place might also be Günter Geiger's size <a href="http://gige.epy.co.at/">http://gige.epy.co.at/</a> +<p>there are lot's of other cool pages (search the net...) +<p>---- +<br><a NAME="1.9"></a>1.9) What libraries does GEM use? +(aka: Who does Mark want to thank?) +<p>All copyrights and license info can be found in +<br> GEM.LICENSE.TERMS +<br> Thanks to Sam Leffner for libTiff, the TIFF image +loader. +<br> +sam@engr.sgi.com +<br> <a href="ftp://ftp.sgi.com/graphics/tiff/">ftp://ftp.sgi.com/graphics/tiff/</a> +<br> Thanks to Masayuki Matsumoto for fstimage for OpenGL, +the SGI +<br> image loader. +<br> +matumot@dst.nk-exa.co.jp +<br> Thanks to the Independent JPEG Group for libjpeg, +the JPEG image loader. +<br> +jpeg-info@uunet.uu.net +<br> <a href="ftp://ftp.simtel.net/pub/simtelnet/msdos/graphics/">ftp://ftp.simtel.net/pub/simtelnet/msdos/graphics/</a> +<br> Thanks to Mark Kilgard at al. (and SGI) for glut, the openGL Utility Toolkit +<br> <a href="http://www.pobox.com/~ndr">http://www.pobox.com/~ndr</a> +<br> Thanks to Stephane Rehel for GLTT, the OpenGL TrueType +render. +<br> +rehel@worldnet.fr +<br> <a href="http://home.worldnet.fr/~rehel/gltt/gltt.html">http://home.worldnet.fr/~rehel/gltt/gltt.html</a> +<br> Thanks to David Turner, Robert Wilhelm, and Werner +Lemberg for +<br> Freetype, a TrueType font +rendering engine. +<br> +turner@enst.fr +<br> +robert@physiol.med.tu-muenchen.de +<br> +a7971428@unet.univie.ac.at +<br> <a href="http://www.physiol.med.tu-muenchen.de/~robert/freetype.html">http://www.physiol.med.tu-muenchen.de/~robert/freetype.html</a> +<br> Thanks to the MPEG Software Simulation Group, for +libmpeg, the +<br>MPEG-2 Encoder/Decoder +<br> +mssg@mpeg.org +<br> <a href="http://www.mpeg.org/MSSG/">http://www.mpeg.org/MSSG/</a> +<br> Thanks to Heroine for quicktime4linux +a quickime Decoder +and libmpeg3, another MPEG-2 Encoder/Decoder +<br>MPEG-2 Encoder/Decoder +<br> +mssg@mpeg.org +<br> <a href="http://heroinewarrior.com/">http://heroinewarrior.com/</a> +<br> Thanks to LCS/Telegraphics for Wintab, the Windows +tablet library. +<br> +wintab@pointing.com +<br> Thanks to David McAllister for the Particle System +library. +<br> +davemc@cs.unc.edu +<br> <a href="http://www.cs.unc.edu/~davemc/Particle/">http://www.cs.unc.edu/~davemc/Particle/</a> +<br> Thanks to John Stone for the Space Orb library, +libOrb +<br> +j.stone@acm.org +<br> <a href="http://www.umr.edu/~johns/projects/liborb/">http://www.umr.edu/~johns/projects/liborb/</a> +<p>---- +<br><a NAME="1.10"></a>1.10) Are there any restrictions on GEM? +<p>GEM is under the Gnu Public License. This basically +means that it will always be free software.Check out <a href="http://www.gnu.org">http://www.gnu.org</a> +for more information and read the full license in GnuGPL.LICENSE in the GEM release. +<p>---- +<br><a NAME="1.11"></a>1.11) How do I use GEM in a performance? +<p>This is a constant problem, because there is no consistent +way to display video on any platform. Also, you usually do not want +to send the entire screen, but only the GEM window. It is also useful +to be able to edit/control the Pd patch window while the patch is actually +running. +<p>On SGIs, the best way is to get a video out option. +On the SGI O2, Impact, and Onyx (Mark has used all of these), there is a +simple connector or breakout box to do video. +If you run the video out program, then you will get a rectangle on your screen +which shows what is being sent out the video connector. +Make your GEM window a little larger than 640x480 and center it in the rectangle. +You can now project this with a standard video projector. +<p>On PCs it is a bit harder. +Several modern video-cards have the possibility to output several screens +(either 2 (or more) VGA-screens or 1 VGA-screen and 1 TV (Composite or S-HVS) +or a combination with DFTs) +If you have a Canopus Voodoo2 card it has a video and s-video output on it. As described +in <a href="#2.12">question 2.12</a>, you can get a Voodoo to work with +GEM. If any one else has a better solution, please let me know. +The nVidia Riva TNTs require that you output the full screen, so this is +not a very good option. You can use a video scan convertor. +Some of them only display a part of the scene, which is exactly what you +want. +<p>With modern multi-headed cards it is more simple: +Configure your card to display the desktop spread over your multiple screens +(e.g.: from left-to-right). +On windows and macOS you can do this via the display-properties dialog. +On linux you will have to edit your /etc/X11/XF86Config-4 file either by hand or +(if your system supports it) via an appropriate editor (yes, nowadays there are some). +Now create your gem-window on the second screen: +it should have the same dimensions as the 2nd screen (e.g: "[dimen 800 600("). +to place it at the second screen use the offset (e.g: if your primary sreen +(the one you want for patch-editing) has the dimension 1024x768 use "[offset 1024 0(", +which will create the gem-window 1024 pixels right of the upper-left corner +of the total screen (and 0 pixels below it), +which is exactly the upper-left corner of the 2nd screen. +You most probably want to turn off the borders with "[border 0(".<br> +<em>Note:</em> some grafix-card have openGL-hardware-acceleration only on the 1st screen +(so you should create the gem-window on the 1st screen and move +your patches to the 2nd screen) +<p>If you are using an XServer for displaying (under linux) you can also use another +computer for rendering. +You can specify the place where the gem-window should be created with something like +"create <<em>render.host</em>>:0.0" + +<p>If you are doing audio with graphics, the only solution +to prevent clicking (<a href="#5.1">question 5.1</a>) is to run 2 computers +and have them communicate with netsend/netreceive. We are working +on making Pd/GEM multi-processor friendly, so if you have a multi-processor +system, you can run everything on one machine eventually. +<p> +<hr WIDTH="100%"><a NAME="UsingGem"></a><h3><i>USING GEM</i></h3> +<br><a NAME="2.1"></a>2.1)How do I (???) +<p>Many of the general usage questions are probably +answered in the manual or release notes. The pd mailing list is also +a good place to find answers as well. +<p><a NAME="2.2"></a>2.2) How do I make GEM run? +<p>GEM is not an executable. It requires Pd to +work and is loaded in at run time. For example, I have an alias on +the SGI which does +<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem +<p>and on WinNT +<p>\pdDir\pd\bin\pd -lib /pdDir/pd/gem/Gem +<p>on UNIX-systems you will probably want to use a <tt>.pdrc</tt> file, + where you can put the command-line arguments for pd that you "always" need. +<p>If you don't see a startup message from GEM, then something went wrong. +<p>Most people use use the command shell to start Pd. +It is not very difficult to configure Pd to run from double-clicking on the icon. +<p>---- +<br><a NAME="2.3"></a>2.3) Why doesn't GEM run? +<p><b>Notice that the -lib flag always requires Unix +styles slashes</b>. This is the case even on Windows. +<p>You may also want to use the -nosound flag. +For instance, my PC has problems using audio (it leaks memory), so I just +turn off the audio part of Pd. However, other people can't get GEM +to work if the -nosound is used (on Win95). You can also try the +-dac or -adc flags (for digital-analog-conversion only and analog-digital-conversion +only). +<p>---- +<br><a NAME="2.4"></a>2.4) I've got it running. Now what? +<p>Try out the manual. It will step you through +the basics. +<br> You will also want to look at the example files. +Assuming that everything is installed correctly, you can get to the examples +by going to the Help menu in Pd and selecting examples. A bunch of +the patches should start with gem<something>. The best one is +<i>gem/01.basic/01.redSquare.pd</i> +It puts a red square up on the screen and allows you to rotate it. <i>gemImage.pd</i> +shows how to load in a TIFF file. <i>gem/03.lighting/04.moveSpheres.pd</i> +moves two spheres around the screen. Try the other ones. +<br> Most of the GEM objects have test patches which +give some information about the various controls for the object. +<p>---- +<br><a NAME="2.5"></a>2.5) On IRIX 5.3, why does GEM dump with an rld error? +<p>GEM only works under IRIX 6.2+. The rld error +is probably something about not having glBindTextureEXT (or something). +OpenGL 1.0 has some extensions to speed up texture mapping (which are an +integral part of OpenGL 1.1). However, these don't exist on IRIX +5.3. If you recompile GEM (see the next question), things should +work fine. +<br> I don't have access to an IRIX machine, so don't +expect any builds from me. Upgrading to IRIX 6.2+ is worth it. +<p>---- +<br><a NAME="2.6"></a>2.6) Why can't I compile GEM on IRIX 5.3? +<p>There was probably an error saying that the compiler +couldn't find the file "dmedia/vl_vino.h" in pix_videoSGI.cpp. IRIX +6.2+ adds new functionality to the media libraries which makes life much +easier. You cannot compile pix_video or pix_indycam as is under 5.3. +You can remove them from the Pix/Makefile and from the linker part of the +global Makefile. You will also need to recompile the Td and Tiff +libraries. +<p>There shouldn't be any problems doing this. I haven't tried any +of this, so if it works for someone, please let me know. +<p>---- +<br><a NAME="2.7"></a>2.7) Why is GEM slow in general? +<p>Examine what you are doing. If you are constantly +changing textures, then this is probably your problem. If you have +models with a million triangles, then this is probably the problem. +Compare what you are doing with realistic specs on your system. Some +systems slow down when they have to draw very large polygons (slow fill +rate). +<br> You can also turn on profiling to see how long it +takes to render a frame. Send a profile message to the gemwin object. +The number that is printed is the number of milliseconds one frame takes +to render. 50 milliseconds is 20 frames per second. 'profile 2' is +good if you want to see how long the image processing is taking. +<br> profile 0 - turn off profiling +<br> profile 1 - turn on profiling +<br> profile 2 - turn on profiling +and don't cache pixes +<p>---- +<br><a NAME="2.8"></a>2.8) Why is GEM slow on IRIX? +<p>If you are having major slowdowns, then please let +me know. I have gotten very good performance on most machines (Indy, +O2, Impact, Onyx2). +<p>---- +<br><a NAME="2.9"></a>2.9) Why is GEM slow on WinNT/Win95? +<p>You probably don't have hardware acceleration. +You can use software rendering, but it basically useless except for extremely +basic patches. You can get a good graphics accelerator for really +cheap these days. I recommend a card based on nVidia's chipsets, +such as the TNT2 or GeForce, but there are other companies such as 3dfx +and Matrox. Make sure that you are running the latest drivers for +your card. The basic drivers that come with the cards are usually +very bad. +<br> Also, PCs don't deal with lots of texture maps very +well (they are bus limited, at least until AGP), so if you are trying to +use lots of constantly changing texture maps +(especially with [pix_multiimage], [pix_video] or [pix_film]), that will cause problems. +<p>---- +<br><a NAME="2.10"></a>2.10) Why is GEM slow on Linux? +<p>It is because you have to use Mesa, which might be +running iin software. Mesa (<a href="http://www.mesa.org">http://www.mesa.org</a>) +is an awesome package by Brian Paul (brianp@avid.com) which "emulates" +OpenGL. Basically, it is a fully compliant OpenGL package, but it +isn't officially sanctioned by the OpenGL ARB, such, it is doesn't have +the OpenGL name. There is an acceleration package for the many graphics +card, but I don't know anything about it. +<br>nVidia is being very supportive of Linux: +their TNT2 and GeForce cards work under Linux with hardware-acceleration of openGL. +(but the drivers are proprietary) +<br>radeon cards should also be supported very well under linux (even with open-source drivers) +<p>---- +<br><a NAME="2.11"></a>2.11) If I resize the window, everything looks strange. +<p>GEM doesn't trap resize events in IRIX or Linux (this +is not a problem in WinNT). This means that OpenGL doesn't have the +correct information to render properly. If you want to resize the +window, send a 'dimen x y' message to gemwin before you create the window. +<p>---- +<br><a NAME="2.12"></a>2.12) Can GEM run on a 3Dfx Voodoo card? +<p>I (this is: Mark Danks) have a Voodoo2 card, which runs fine under WinNT. +I use the OpenGL beta driver from 3Dfx at work all the time without any +problems and, except that the Voodoo takes over the full screen, it seems +to work fine. You will need to download the OpenGL Beta driver from +3Dfx's web site at http://www.3dfx.com and put the OpenGL32.dll into the +same directory as pd.exe (NOT gem.dll). Debugging patches is much +easier if you have two monitors, one for the 3-D card and one for the 2-D +card. +<p>IMPORTANT: You MUST set the environment variable +<p>GEM_SINGLE_CONTEXT = 1 +<p>to make the Voodoo card work. It will make a window 640x480 (which +is the correct size for TV video out on my Canopus V2 card). On WinNT, +right click "My Computer" and go to "Properties". On the "Environment" +tab, you need to add the variable "GEM_SINGLE_CONTEXT" with a value of +1. +<br>Resizing the GEM window with a Voodoo card is not +a great idea. The Voodoo card can only display certain window sizes and +will clip the graphics. +<p>For the tech heads in the audience...I create an +OpenGL context at startup and never actually display its associated window. +This means that GEM objects can create display lists, call OpenGL commands, +etc. in their constructors, even if no window is actually being displayed. +However, with the Voodoo card, there can only be one OpenGL context. +So, instead of creating one context and just holding onto it in the background, +I create the normal GEM window and associate the OpenGL context with it...and +the user can never destroy or close that window. +<p>---- +<br><a NAME="2.13"></a>2.13) Will GEM support hardware transform and lighting +(T & L)? +<p>Absolutely! Unlike some other APIs, OpenGL +will automatically use hardware accelerated transform and lighting if the +card has it. GEM gets great performance from cards like nVidia's +GeForce. +<p><a NAME="2.14"></a>2.14) I get an error "GEM needs Truecolor visual +support". +<p>This error means that your X display is running with +paletted colors, which is the result of limited color depth. If you +start the X display with +<p>startx -- -bpp 16 +<p>or some higher number, then it should work fine. 32-bit color +is the best. +<p> +<hr WIDTH="100%"><a NAME="ViewingObjects"></a><h3><i>VIEWING OBJECTS</i></h3> +<br><a NAME="3.1"></a>3.1)Why does everything seem dim?< +<p>You probably turned on lighting but don't have any +lights in the world. Either add a light with <i>world_light</i> or +<i>light</i> +or turn lighting off by sending a message 'lighting 0' to the <i>gemwin</i>. +You can also send a reset message to <i>gemwin</i> to set it back to the +startup state (which doesn't have any lighting). +<p>---- +<br><a NAME="3.2"></a>3.2) Why does everything seem dark? +<p>See question 3.1. +<br> If you are using <tt>view</tt> in your patch to change the viewpoint, +you may not be pointing in the correct direction. You also might have translated +everything outside of the current viewport. +<br> Also, if you have been using single buffering ('buffer +1' message to <i>gemwin</i>), then you might still be in that mode. +Either send a 'buffer 2' message or a 'reset' message to <i>gemwin</i>. +Then, destroy and create your window. +<p> +<hr WIDTH="100%"><a NAME="TextureMapping"></a><h3><i>TEXTURE MAPPING</i></h3> +<br><a NAME="4.1"></a>4.1) My image doesn't appear. What is going +on? +<p>Normally images have to be texture-mapped onto Geos. +You have to use [pix_texture] to map the current image onto a Geo. +"Current" means that any pix-manipulation that is done after texturing will not be displayed. +<p>Any Geo has a color (which is initially set to white). +If you have set the color to black, your Geo (including the image) might be very dark. +If you are using alpha-blending, make sure that the Geo is not invisible. +<p>Normally images that want to be texture mapped with openGL should have dimensions that are a power of 2 in both height and width. +Now [pix_texture] will make this totally transparent to you (so normally you don't have to care about the size of the image). +However with non-power-of-2 images <i>pix_coordinate</i> might not behave as expected, +because these images need absolute texture-coordinates rather than normalized ones +(as are used with power-of-2 images): so if the texture-coordinates are set to "(0,0) (1,0) (1,1) (0,1)" you might see only the first pixel of the image (which might be black). +<p>Also, make sure that GEM can find your image (ie, +that the path name is correct). +<p>---- +<br><a NAME="4.2"></a>4.2) My image looks strange. What is going +on? +<p>GEM supports gray8, YUV, and RGBA images. If +it sees that the number of bits per channel and the number of channels +is something that it should be able to handle, it tries to load the raw +data. If you have compressed or stored the pixel data in some "strange" +format, then GEM will probably not read the information correctly. +<br> Also, if it is an RGBA image, then make sure that +the alpha channel is something useful (this only matters if you are using +the alpha channel, like in the alpha object or pix_mask). +<p>---- +<br><a NAME="4.3"></a>4.3) Why does GEM say that it can't handle a gray +image? +<p>This error message occurs whenever a pix object receives +a gray8 image and the implementor hasn't provided a way to deal with that +format of image. (Implementors often only provide functions for GEM's <i>native</i> +color-format RGBA. Any other color-format (like BGR) will try to call the function +for gray8 images, which might not be supported.) + If you do not want to change the image format with some extern image-programm +(like Photoshop or the Gimp) you might want to try <i>pix_rgba</a> +or harass whoever made the object to add the functionality. +<p>---- +<br><a NAME="4.4"></a>4.4) What image formats can GEM handle? +<p>GEM can read in TIFF, JPEG, and SGI images. +These can be in any color format. Gray scale images are loaded in +as gray scale (ie, one byte per pixel). Everything else is loaded +in or converted to an RGBA image (ie, four bytes per pixel). If there +is an alpha channel, then it will be respected. Otherwise, the alpha +channel will be set to fully opaque (alpha == 255). +<p>GEM can write TIFF and JPEG images. +TIFF-images will be full RGBA-images, wheras JPEG-files only support (compressed) RGB. +<p>---- +<br><a NAME="4.5"></a>4.5) What movie formats can GEM handle? +<p>The movie formats GEM can handle (still) depend on the platform +you are using. +<p>On Windoze you can read all AVI-files you have codecs for +<p>On linux the readable formats depend on the libraries you had installed when you compiled GEM. +Currently there is (optional) support for AVI, quicktime (*.MOV) and MPEG (*.MPG) files. +Not all quicktime-formats are supported. This is unfortunate but is due to linux restrictions. +I highly recommend that you install the mpeg3-library from Heroine because it is much more stable than mpeg1 (which comes with many linux-distributions). +If you have compiled in support for libavifile, you will be able to open Micro$oft-AVI-files. +If you have installed the proper codecs +(libavifile supports a mechanism for loading codecs from windows-DLLs) you should be able to +open almost any format. + +If you have serious problems, mail them <a href="mailto:zmoelnig@iem.at">to me</a>. +(Be ready to upload the movie-file that won't work) +<p>---- +<br><a NAME="4.6"></a>4.6) Why is <i>pix_draw</i> so slow? +<p><i>pix_draw</i> is almost never hardware accelerated +on PCs graphics accelerator. This means that it runs <i>extremely</i> +slowly. Always use <i>pix_texture</i>, even if you are just displaying +an image. +<p> +<hr WIDTH="100%"><a NAME="WorkingWithPd"></a><h3><i>WORKING WITH PD</i></h3> +<br><a NAME="5.1"></a>5.1) Why do I get clicks in the audio? +<p>If you are getting a constant stream of clicks in +your audio, then it is probably because you are trying to do graphics and +audio in the same process. Rendering a graphics frame usually takes +longer than the size of the audio buffer, which is why you get clicks (the +clicks are usually at 20Hz...the typical frame rate). +<br> One way around this is to use two computers, one +for graphics and one for audio. If you have enough processing power +(or dual processors), then you can run two versions of Pd, one for graphics +and one for audio. Just use <i>netsend</i> and <i>netreceive</i> +to have the two versions of Pd talk to each other. +<p>---- +<br><a NAME="5.2"></a>5.2) How do I get audio data to GEM? +<p>One simple way to get raw audio values right now is +to use <i>snapshot~</i>. Just set up a <i>metro</i> which bangs <i>snapshot~</i> +and use the floating point value. If you want "musical" information, +then use objects such as <i>env~</i>. +You might also have a look at the <i>pix_sig2pix~</i> which interprets audio-data as pixels +and its counterpart <i>pix_pix2sig~</i> +<p>---- +<br><a NAME="5.3"></a>5.3) Why can't GEM find an image/model file? +<p>This means that GEM can't locate the file. +If you use an absolute path (with / for instance), then GEM will look there. +Otherwise, GEM will look in the directory of where the patch is. +Then pd/GEM will search the paths you specified at startup with the <i>-path</i> flag. +<p>Check the following: +<p>1) Does the file exist? +<br> 2) Did you make a typo in the filename? +<br> 3) Is the file in the search-path ? +<p>---- +<br><a NAME="5.4"></a>5.4) How can I optimize my patches? +<p>One of the biggest performance hits is having UI +elements in your patch which have to be updated. The biggest performance +hog is the number box. While the number box is great for debugging, +make sure that they are all gone from your "release" patch. If you +run a performance meter, you will see that whenever Tcl/Tk has to update +the user interface, it sucks the entire processor. Another examples +of this is when you move a lot of objects at once, everything jerks and +slides across the screen. There are probably ways to improve this... +<br> Another problem is doing unneccessary calculations. +When you are throwing lots of numbers around, especially packing/unpacking, +doing vector math, etc., they add up. If the calculations are going +unused (for instance, that part of the patch is turned off), then do not +trigger the math objects. Use <i>spigot</i> or <i>gate</i> and block +the events early. This is especially important with objects that +send a lot of numbers, like ~ objects or <i>line</i>/<i>tripleLine</i>. +<p> +<hr WIDTH="100%"><a NAME="NewGemObjects"></a><h3><i>WRITING NEW GEM OBJECTS</i></h3> +<br><a NAME="6.1"></a>6.1) How do I write a new GEM object? +<p>For the time being, you have to look at the code. +It is fairly well documented and straight forward (if you know C++ and +OOP). Start with an object which is similar to what you want and +derive a new class. The biggest issue right now is how to load in +GEM as a DSO/DLL. For SGIs, you will need to setenv LD_LIBRARY_PATH. +On NT, you will need to have your path include the directory with GEM. +<p>---- +<br><a NAME="6.2"></a>6.2) What are the default OpenGL states? +<p>GemMan (and by association, gemwin) disables alpha +testing, alpha blending, culling, and lighting. Lighting defaults +to two sided, with GL_COLOR_MATERIAL enabled. The viewport is set +to +<p>float xDivy = (float)m_width / (float)m_height; +<br> glMatrixMode(GL_PROJECTION); +<br> glLoadIdentity(); +<br> glFrustum(-xDivy, xDivy, -1.0, 1.0, 1.0, 20.0); +<br> gluLookAt(0.0, 0.0, 4.0, 0.0, 0.0, 0.0, 0.0, 1.0, +0.0); +<br> glMatrixMode(GL_MODELVIEW); +<br> glViewport(0, 0, m_width, m_height); +<p>which gives a range of about -4 to 4 in X and Y at the origin. +This is a small range, but changing it now would break a lot of patches. +<p>The specific functions to look at are: +<p>GemMan::windowInit() +<br>GemMan::resetValues() +<br>gemhead::renderGL() +<p> +<hr WIDTH="100%"><a NAME="ObjectSpecific"></a><h3><i>OBJECT SPECIFIC</i></h3> +<br><a NAME="7.1"></a>7.1) Why doesn't <object> exist on <platform>? +<p>Usually, this is because I don't have the resources +to get the object running on that platform. If an object that you +want doesn't exist on your platform, then ask for it! However, if +it is tied to hardware, then it is much less likely that I will be able +to do anything about it (unless someone donates the hardware to me...) +<p>---- +<br><a NAME="7.2"></a>7.2) Why doesn't <i>gemtablet</i> work? +<p><i>gemtablet</i> only works on WinNT. I don't +have drivers for IRIX or Linux (also, see question 7.4) +<br> If GEM can find the tablet, then it will print a +message at window creation time. If you don't see a message, then +GEM doesn't think that you have a tablet. +<br> The tablet is mapped to the size of the GEM graphics +window. +<p>--- +<br><a NAME="7.3"></a>7.3) I don't want GEM to take over my tablet. +How do I stop it? +<p>Set the environment variable +<p>GEM_NO_TABLET = 1 +<p>---- +<br><a NAME="7.4"></a>7.4) Why doesn't <i>gemmouse</i> work in IRIX? +<p>Basically, I don't have physical access to an SGI machine. +This makes it hard to do some of the OS specific work. +It should be straightforward to do the event handling, so if someone gets +it working, I would love to include it (and give you credit). All +you have to do is call the correct event functions from GemEvent.h and +everything should just start to work (ie, gemmouse doesn't have any OS +specific code in it). +<p>---- +<br><a NAME="7.5"></a>7.5) Why doesn't gemorb work? +<p>You need to make sure that your SpaceOrb is hooked +up correctly. I am using a library which isn't supported by SpaceTec so +there can be problems, although I have not had any. +<br> <RANT> When will companies wake up and actually +provide drivers and support for their products under WinNT? </RANT> +<p>---- +<br><a NAME="7.6"></a>7.6) What is wrong with <i>pix_video</i> in WinNT? +<p>I haven't completely figured out how to get access +to the video stream in WinNT. I'm using Video for Windows with a +Connectix QuickCam, as well as an Intel Video Capture Card, and it seems +to assume that you are only writing to a file or previewing into a window. +Windows tries to take over the system and doesn't really provide any stable +hooks (unlike IRIX). If anyone knows how to deal with this, please +let me know. +<p><a href="index.html">[return]</a> +<br> +<br> +</body> +</html> diff --git a/Gem/manual/GemWPd.html b/Gem/manual/GemWPd.html index b564d99..46c863a 100644 --- a/Gem/manual/GemWPd.html +++ b/Gem/manual/GemWPd.html @@ -1,140 +1,140 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Using GEM with Pd</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Using GEM with Pd</u></h2></center>
- An important fact is that GEM is NOT an application.
-It is a library that the application Pd loads in at run-time. Most
-of this information is taken directly from the GEM FAQ.
-<p><a href="#GEMIrix">How do I install GEM on IRIX?</a>
-<br><a href="#GEMWinNT">How do I install GEM on Win95/NT/2k?</a>
-<br><a href="#GEMlinux">How do I install GEM on linux?</a>
-<br><a href="#GEMmacos">How do I install GEM on macOS-X?</a>
-<br><a href="#runIRIX">How do I run GEM on IRIX?</a>
-<br><a href="#runWinNT">How do I run GEM on Win95/NT/2k?</a>
-<br><a href="#runlinux">How do I run GEM on linux?</a>
-<br><a href="#runmacos">How do I run GEM on linux?</a>
-<br><a href="#noRun">Why doesn't GEM run?</a>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="GEMIrix"></a><u>How do I install GEM and Pd on IRIX?</u></h4>
-See the readme for installing Pd.
-<p>Uncompress and untar the GEM file that you downloaded. GEM should
-be located at
-<p>pd/gem
-<p>depending on where you have installed Pd.
-<p>If you run the shell script, GEM.INSTALL.sh, then all of the example
-files and documention
-<br>should be put in the correct locations.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="GEMWinNT"></a><u>How do I install GEM and Pd on WinNT?</u></h4>
-See the readme for installing Pd.
-<p>TODO: there should be a install package somewhere
-<p>Unzip the GEM file that you downloaded so that it is at
-<p>pd\gem
-<p>depending on where you have installed Pd.
-<p>If you run GEM.INSTALL.bat, then all of the example files and documentation
-should be put in the correct locations.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="GEMlinux"></a><u>How do I install GEM and Pd on linux?</u></h4>
-See the readme for installing Pd.
-<p>Uncompress and untar the GEM file that you downloaded so that it is at
-<p>pd/gem
-<p>depending on where you have installed Pd.
-<p>chdir into <pd/gem>/src/Gnu
-<p>read the README.build
-<p>run <tt>./configure</tt> and afterwards <tt>make</tt>
-<p>If you run <tt>make install</tt>, then all of the example files and documentation
-should be put in the correct locations.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="GEMmacos"></a><u>How do I install GEM and Pd on macOS-X?</u></h4>
-See the readme for installing Pd.
-<p>TODO: there should be a install package somewhere
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="runIRIX"></a><u>How do I run GEM on IRIX?</u></h4>
- To use GEM type something like:
-<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem
-<p>(where /usr/people/mdanks is the path to the pd directory). Check out
-the README for Pd to see examples of the -lib flag. If you just try to
-"run" GEM, you will get an error! Notice that last word is a capital Gem.
-If you get a "can't find gem_setup" error, then that is the problem. Look
-in the GEM FAQ
-<br>for trouble shooting suggestions.
-<p>If you don't see startup messages from GEM, then something went wrong.
-<br>Also, you might need to add pd/bin to your PATH environment variable.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="runWinNT"></a><u>How do I run GEM on Win95/NT?</u></h4>
- It is best to start Pd from a DOS command line.
-If you go to the Start menu, you should find an application called "Command
-Prompt" under the Program menu. You need to change to the drive where
-you installed Pd. For instance, if it is on your D: drive, just type
-d: at the prompt.
-<p> To use GEM type something like:
-<p>\pd\bin\pd -lib /pd/gem/Gem
-<p>depending on where you installed Pd.
-<p> Check out the README for Pd to see examples of the
--lib flag. If you just try to double click GEM, you will get an error!
-Notice that last word is a capital Gem. If you get a "can't find gem_setup"
-error, then that is the problem. Look in the GEM FAQ for trouble shooting
-suggestions.
-<p>If you don't see a startup message from GEM, then something went wrong.
-<p> Most people use the command shell to start Pd.
-It is difficult to configure Pd to run from double-clicking on the icon.
-<p> Also, you might need to add pd/bin to your PATH environment
-variable.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="runIRIX"></a><u>How do I run GEM on linux?</u></h4>
- To use GEM type something like:
-<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem
-<p>(where /usr/people/mdanks is the path to the pd directory). Check out
-the README for Pd to see examples of the -lib flag. If you just try to
-"run" GEM, you will get an error! Notice that last word is a capital Gem.
-If you get a "can't find gem_setup" error, then that is the problem. Look
-in the GEM FAQ
-<br>for trouble shooting suggestions.
-<p>If you don't see startup messages from GEM, then something went wrong.
-<br>Also, you might need to add pd/bin to your PATH environment variable.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="runIRIX"></a><u>How do I run GEM on macOS-X?</u></h4>
- To use GEM type something like:
-<code>/usr/local/bin/pd -lib /Users/zmoelnig/pd/Gem</code>
-<p>(where /usr/local/bin/pd is the path to the pd directory and
-/Users/zmoelnig/pd is the path where the <i>Gem.pd_darwin</i> resides).
-Check out the README for Pd to see examples of the -lib flag. If you just try to
-"run" GEM, you will get an error! Notice that last word is a capital Gem.
-If you get a "can't find gem_setup" error, then that is the problem. Look
-in the GEM FAQ
-<br>for trouble shooting suggestions.
-<p>If you don't see startup messages from GEM, then something went wrong.
-<br>Also, you might need to add pd/bin to your PATH environment variable.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h4>
-<a NAME="noRun"></a><u>Why doesn't GEM run?</u></h4>
- Notice that the -lib flag always requires Unix styles
-slashes, even if you are on Windows. This means that you need to
-do <i>-lib /gem/Gem</i>, not <i>-lib \gem\Gem</i>
-<p> You may also want to use the -nosound flag.
-For instance, my PC has problems using audio (it leaks memory), so I just
-turn off the audio part of Pd. However, other people can't get GEM
-to work if the -nosound is used (on Win95). You can also try the
--dac or -adc flags (for digital-analog-conversion only and analog-digital-conversion
-only).
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Using GEM with Pd</title> +</head> +<body> + +<center> +<h2> +<u>Using GEM with Pd</u></h2></center> + An important fact is that GEM is NOT an application. +It is a library that the application Pd loads in at run-time. Most +of this information is taken directly from the GEM FAQ. +<p><a href="#GEMIrix">How do I install GEM on IRIX?</a> +<br><a href="#GEMWinNT">How do I install GEM on Win95/NT/2k?</a> +<br><a href="#GEMlinux">How do I install GEM on linux?</a> +<br><a href="#GEMmacos">How do I install GEM on macOS-X?</a> +<br><a href="#runIRIX">How do I run GEM on IRIX?</a> +<br><a href="#runWinNT">How do I run GEM on Win95/NT/2k?</a> +<br><a href="#runlinux">How do I run GEM on linux?</a> +<br><a href="#runmacos">How do I run GEM on linux?</a> +<br><a href="#noRun">Why doesn't GEM run?</a> +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="GEMIrix"></a><u>How do I install GEM and Pd on IRIX?</u></h4> +See the readme for installing Pd. +<p>Uncompress and untar the GEM file that you downloaded. GEM should +be located at +<p>pd/gem +<p>depending on where you have installed Pd. +<p>If you run the shell script, GEM.INSTALL.sh, then all of the example +files and documention +<br>should be put in the correct locations. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="GEMWinNT"></a><u>How do I install GEM and Pd on WinNT?</u></h4> +See the readme for installing Pd. +<p>TODO: there should be a install package somewhere +<p>Unzip the GEM file that you downloaded so that it is at +<p>pd\gem +<p>depending on where you have installed Pd. +<p>If you run GEM.INSTALL.bat, then all of the example files and documentation +should be put in the correct locations. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="GEMlinux"></a><u>How do I install GEM and Pd on linux?</u></h4> +See the readme for installing Pd. +<p>Uncompress and untar the GEM file that you downloaded so that it is at +<p>pd/gem +<p>depending on where you have installed Pd. +<p>chdir into <pd/gem>/src/Gnu +<p>read the README.build +<p>run <tt>./configure</tt> and afterwards <tt>make</tt> +<p>If you run <tt>make install</tt>, then all of the example files and documentation +should be put in the correct locations. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="GEMmacos"></a><u>How do I install GEM and Pd on macOS-X?</u></h4> +See the readme for installing Pd. +<p>TODO: there should be a install package somewhere +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="runIRIX"></a><u>How do I run GEM on IRIX?</u></h4> + To use GEM type something like: +<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem +<p>(where /usr/people/mdanks is the path to the pd directory). Check out +the README for Pd to see examples of the -lib flag. If you just try to +"run" GEM, you will get an error! Notice that last word is a capital Gem. +If you get a "can't find gem_setup" error, then that is the problem. Look +in the GEM FAQ +<br>for trouble shooting suggestions. +<p>If you don't see startup messages from GEM, then something went wrong. +<br>Also, you might need to add pd/bin to your PATH environment variable. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="runWinNT"></a><u>How do I run GEM on Win95/NT?</u></h4> + It is best to start Pd from a DOS command line. +If you go to the Start menu, you should find an application called "Command +Prompt" under the Program menu. You need to change to the drive where +you installed Pd. For instance, if it is on your D: drive, just type +d: at the prompt. +<p> To use GEM type something like: +<p>\pd\bin\pd -lib /pd/gem/Gem +<p>depending on where you installed Pd. +<p> Check out the README for Pd to see examples of the +-lib flag. If you just try to double click GEM, you will get an error! +Notice that last word is a capital Gem. If you get a "can't find gem_setup" +error, then that is the problem. Look in the GEM FAQ for trouble shooting +suggestions. +<p>If you don't see a startup message from GEM, then something went wrong. +<p> Most people use the command shell to start Pd. +It is difficult to configure Pd to run from double-clicking on the icon. +<p> Also, you might need to add pd/bin to your PATH environment +variable. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="runIRIX"></a><u>How do I run GEM on linux?</u></h4> + To use GEM type something like: +<p>/usr/people/mdanks/pd/bin/pd -lib /usr/people/mdanks/pd/gem/Gem +<p>(where /usr/people/mdanks is the path to the pd directory). Check out +the README for Pd to see examples of the -lib flag. If you just try to +"run" GEM, you will get an error! Notice that last word is a capital Gem. +If you get a "can't find gem_setup" error, then that is the problem. Look +in the GEM FAQ +<br>for trouble shooting suggestions. +<p>If you don't see startup messages from GEM, then something went wrong. +<br>Also, you might need to add pd/bin to your PATH environment variable. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="runIRIX"></a><u>How do I run GEM on macOS-X?</u></h4> + To use GEM type something like: +<code>/usr/local/bin/pd -lib /Users/zmoelnig/pd/Gem</code> +<p>(where /usr/local/bin/pd is the path to the pd directory and +/Users/zmoelnig/pd is the path where the <i>Gem.pd_darwin</i> resides). +Check out the README for Pd to see examples of the -lib flag. If you just try to +"run" GEM, you will get an error! Notice that last word is a capital Gem. +If you get a "can't find gem_setup" error, then that is the problem. Look +in the GEM FAQ +<br>for trouble shooting suggestions. +<p>If you don't see startup messages from GEM, then something went wrong. +<br>Also, you might need to add pd/bin to your PATH environment variable. +<p><img SRC="tribar.gif" height=13 width=561> +<h4> +<a NAME="noRun"></a><u>Why doesn't GEM run?</u></h4> + Notice that the -lib flag always requires Unix styles +slashes, even if you are on Windows. This means that you need to +do <i>-lib /gem/Gem</i>, not <i>-lib \gem\Gem</i> +<p> You may also want to use the -nosound flag. +For instance, my PC has problems using audio (it leaks memory), so I just +turn off the audio part of Pd. However, other people can't get GEM +to work if the -nosound is used (on Win95). You can also try the +-dac or -adc flags (for digital-analog-conversion only and analog-digital-conversion +only). +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Gloss.html b/Gem/manual/Gloss.html index 1d42709..fcf35c9 100644 --- a/Gem/manual/Gloss.html +++ b/Gem/manual/Gloss.html @@ -1,41 +1,41 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Glossary/Index</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Glossary</u></h2></center>
-<a NAME="Alpha"></a>Alpha - The amount of opacity. An alpha equal
-to 1.0 means completely opaque. An alpha equal to 0.0 means completely
-transparent.
-<p><a NAME="Controls"></a>Controls - GEM objects which access the low levels
-of GEM, such as window managers.
-<p><a NAME="Geos"></a>Geos - GEM objects which have a shape of some kind,
-such as a cube.
-<p><a NAME="Manips"></a>Manips - GEM objects which manipulate the geos.
-<p><a NAME="MarkEx"></a>MarkEx - A collection of objects which help with
-data manipulation, especially for usage in GEM.
-<p><a NAME="Nongeos"></a>Nongeos - GEM objects which do not have an explicit
-shape, yet affect the rendering in some way.
-<p><a NAME="OpenGL"></a><a href="http://www.opengl.org">OpenGL</a> - A
-graphics API which exists on many different platforms.<br>
-Gem can <i>also</i> be used as a wrapper for openGL, allowing to program openGL without having to
-compile
-<p><a NAME="Particles"></a>Particles - GEM objects which involve the particle
-system.
-<p><a NAME="Pd"></a><a href="http://pd.iem.at">Pd</a>
-- A visual programming language for audio processing. This is the
-host application for GEM.
-<p><a NAME="Pixes"></a>Pixes - Image processing objects in GEM
-<p><a NAME="Texture"></a>Texture mapping - Applying an image to a geometric
-object.
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Glossary/Index</title> +</head> +<body> + +<center> +<h2> +<u>Glossary</u></h2></center> +<a NAME="Alpha"></a>Alpha - The amount of opacity. An alpha equal +to 1.0 means completely opaque. An alpha equal to 0.0 means completely +transparent. +<p><a NAME="Controls"></a>Controls - GEM objects which access the low levels +of GEM, such as window managers. +<p><a NAME="Geos"></a>Geos - GEM objects which have a shape of some kind, +such as a cube. +<p><a NAME="Manips"></a>Manips - GEM objects which manipulate the geos. +<p><a NAME="MarkEx"></a>MarkEx - A collection of objects which help with +data manipulation, especially for usage in GEM. +<p><a NAME="Nongeos"></a>Nongeos - GEM objects which do not have an explicit +shape, yet affect the rendering in some way. +<p><a NAME="OpenGL"></a><a href="http://www.opengl.org">OpenGL</a> - A +graphics API which exists on many different platforms.<br> +Gem can <i>also</i> be used as a wrapper for openGL, allowing to program openGL without having to +compile +<p><a NAME="Particles"></a>Particles - GEM objects which involve the particle +system. +<p><a NAME="Pd"></a><a href="http://pd.iem.at">Pd</a> +- A visual programming language for audio processing. This is the +host application for GEM. +<p><a NAME="Pixes"></a>Pixes - Image processing objects in GEM +<p><a NAME="Texture"></a>Texture mapping - Applying an image to a geometric +object. +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Images.html b/Gem/manual/Images.html index 182d153..cc6eb99 100644 --- a/Gem/manual/Images.html +++ b/Gem/manual/Images.html @@ -1,112 +1,112 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Images</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Dealing with Images</u></h2></center>
-Images are files which are loaded into GEM. The images can be manipulated,
-applied to objects, and used in any number of different ways. In
-this section, you will load in an image and display it on the screen.
-This section will not apply the images to a <i>geo</i>; that occurs in
-the next part of the manual.
-<p>The pix objects are GEM objects which deal with <i>pix</i>els.
-They do everything from loading in images to applying filters to the data.
-The objects in this section of the manual only load in pix data from outside
-sources. How you actually display the image is up to you. The
-most common usages are with <i>[pix_draw]</i> and <i>[pix_texture]</i>.
-<p><b>Warning</b>: <i>[pix_draw]</i> is almost always slower than <i>[pix_texture]</i>.
-Because <i>[pix_draw]</i> is easier to use than <i>[pix_texture]</i>, it is
-used in these examples. However, in any real usage or piece, <i>[pix_texture]</i>
-should always be used instead. <i>[pix_draw]</i> is slow because PC
-graphics accelerators do not provide hardware acceleration for that functionality.
-<i>[pix_texture]</i> does have hardware acceleration and will be much faster.
-<p><a href="#pix_image">[pix_image]</a> - load in an image
-<br><a href="#pix_multiimage">[pix_multiimage]</a> - load in multiple images
-<br><a href="#pix_movie">[pix_movie]</a> - load in a movie file
-<br><a href="#pix_video">[pix_video]</a> - use a real time video source
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="pix_image"></a>[pix_image]</h3>
-<i>[pix_image]</i> is used to load in images. Images can be in a variety
-of different formats, including TIFF, JPEG, and SGI formats. The
-patch gem_pix/gemImage.pd is the simplest use of the <i>[pix_image]</i> object.
-In this patch, the <i>[pix_image]</i> object loads in the file dancer.JPG.
-<center>
-<p><img SRC="pixImage.jpg" BORDER=1 height=180 width=151></center>
-
-<p>As is the case with every GEM chain, this patch starts with the <i>[gemhead]</i>
-object. The next object is <i>[pix_image]</i>, which actually loads
-the image. <i>[pix_image]</i> makes the file dancer.JPG the current
-pixel data, which will be used in all subsequent operations in the chain.
-The <i>[translateXYZ]</i> object is used to move the image around.
-Finally, the <i>[pix_draw]</i> object renders the pixel data to the screen.
-<p>The patch mentions that changing the Z in <i>[translateXYZ]</i> does not
-change the size of the image, as would occur with a <i>geo</i> object like
-<i>[square]</i>.
-This is because <i>[pix_draw]</i> simply draws the pixel at the current raster
-position, without any transformation. If you want to change the size
-on the fly and rotate the image, you need to texture map the pix, which
-is described in the next section.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="pix_multiimage"></a>[pix_multiimage]</h3>
-The <i>[pix_image]</i> object only loads in one image at time. If you
-try to change the image rapidly while the patch is running, you will notice
-a lag every time it has to load in a new file. To avoid this lag,
-there is another object called <i>[pix_multiimage]</i>. If you look
-at patch gem_pix/gemMultiImage.pd, you will see this object in action.
-<p>Basically, the * in the file name is replaced by the number that you
-pass in. This allows you to play sequences of images with random
-access. The one downside is that every image is loaded into memory
-when the object is created, so you need to have a lot of RAM to use it.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3><a NAME="pix_movie"></a>[pix_movie]/[pix_film]</h3>
-These objects are used to read movie-files from disk (or if supported from the internet).
-
-The movie is streamed off of disk,
-using whatever decompression libraries are installed on your computer.
-On Windows AVI movies seem to work fine,
-but there is also a prelaminary support for quicktimes (and mpeg).
-On macOS-X all formats supported by the system (basically: quicktime) should work ok.
-On linux the support is highly depending on what libraries are installed during compile time.
-There is support for MPEG (with libmpeg1 or (preferred:) libmpeg3),
-quicktime (either libquicktime or quicktime4linux;
-most likely you will not be able to decode quicktimes with proprietary codecs)
-and AVI (with libavifile which is able to utilize windows-dlls for (proprietary) codecs).
-There is also some rudimentary support for FFMPEG.
-
-The right inlet of <i>[pix_movie]</i>
-accepts a number to specify the frame to display. Look at 04.pix/04.movie.pd
-for an image.
-<p>A key fact of <i>[pix_movie]</i> is that it immediately sends the movie
-data to OpenGL as a texture map. This means that you do not need
-the <i>[pix_texture]</i> object in your chain. This also means that
-you cannot process the movie data with pix objects. The main reason
-for this is that it removes the need for a copy of all of the movie data.
-If you want to apply some image-processing, you will have to use <i>[pix_film]</i>
-(and <i>[pix_texture]</i> for texture-mapping).
-<p>Some of the geos will not texture map the <i>[pix_movie]</i> data correctly.
-Cone and sphere do not use texture coordinates when they are provided,
-so when you display a movie on one of these objects, you will have a black
-region (unless your movie size is a power of two...however, most movies
-are 320x160 pixels or something). This will be fixed in a future
-release.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="pix_video"></a>pix_video</h3>
-The "image" can come from the <i>[pix_video]</i> object.
-This means that you can use a real-time video source and display it on the screen.
-<p>You can play with <i>[pix_video]</i> with the patches in 04.video/.
-The patches are explained in more depth in the advanced section of the GEM manual.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Images</title> +</head> +<body> + +<center> +<h2> +<u>Dealing with Images</u></h2></center> +Images are files which are loaded into GEM. The images can be manipulated, +applied to objects, and used in any number of different ways. In +this section, you will load in an image and display it on the screen. +This section will not apply the images to a <i>geo</i>; that occurs in +the next part of the manual. +<p>The pix objects are GEM objects which deal with <i>pix</i>els. +They do everything from loading in images to applying filters to the data. +The objects in this section of the manual only load in pix data from outside +sources. How you actually display the image is up to you. The +most common usages are with <i>[pix_draw]</i> and <i>[pix_texture]</i>. +<p><b>Warning</b>: <i>[pix_draw]</i> is almost always slower than <i>[pix_texture]</i>. +Because <i>[pix_draw]</i> is easier to use than <i>[pix_texture]</i>, it is +used in these examples. However, in any real usage or piece, <i>[pix_texture]</i> +should always be used instead. <i>[pix_draw]</i> is slow because PC +graphics accelerators do not provide hardware acceleration for that functionality. +<i>[pix_texture]</i> does have hardware acceleration and will be much faster. +<p><a href="#pix_image">[pix_image]</a> - load in an image +<br><a href="#pix_multiimage">[pix_multiimage]</a> - load in multiple images +<br><a href="#pix_movie">[pix_movie]</a> - load in a movie file +<br><a href="#pix_video">[pix_video]</a> - use a real time video source +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="pix_image"></a>[pix_image]</h3> +<i>[pix_image]</i> is used to load in images. Images can be in a variety +of different formats, including TIFF, JPEG, and SGI formats. The +patch gem_pix/gemImage.pd is the simplest use of the <i>[pix_image]</i> object. +In this patch, the <i>[pix_image]</i> object loads in the file dancer.JPG. +<center> +<p><img SRC="pixImage.jpg" BORDER=1 height=180 width=151></center> + +<p>As is the case with every GEM chain, this patch starts with the <i>[gemhead]</i> +object. The next object is <i>[pix_image]</i>, which actually loads +the image. <i>[pix_image]</i> makes the file dancer.JPG the current +pixel data, which will be used in all subsequent operations in the chain. +The <i>[translateXYZ]</i> object is used to move the image around. +Finally, the <i>[pix_draw]</i> object renders the pixel data to the screen. +<p>The patch mentions that changing the Z in <i>[translateXYZ]</i> does not +change the size of the image, as would occur with a <i>geo</i> object like +<i>[square]</i>. +This is because <i>[pix_draw]</i> simply draws the pixel at the current raster +position, without any transformation. If you want to change the size +on the fly and rotate the image, you need to texture map the pix, which +is described in the next section. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="pix_multiimage"></a>[pix_multiimage]</h3> +The <i>[pix_image]</i> object only loads in one image at time. If you +try to change the image rapidly while the patch is running, you will notice +a lag every time it has to load in a new file. To avoid this lag, +there is another object called <i>[pix_multiimage]</i>. If you look +at patch gem_pix/gemMultiImage.pd, you will see this object in action. +<p>Basically, the * in the file name is replaced by the number that you +pass in. This allows you to play sequences of images with random +access. The one downside is that every image is loaded into memory +when the object is created, so you need to have a lot of RAM to use it. +<p><img SRC="tribar.gif" height=13 width=561> +<h3><a NAME="pix_movie"></a>[pix_movie]/[pix_film]</h3> +These objects are used to read movie-files from disk (or if supported from the internet). + +The movie is streamed off of disk, +using whatever decompression libraries are installed on your computer. +On Windows AVI movies seem to work fine, +but there is also a prelaminary support for quicktimes (and mpeg). +On macOS-X all formats supported by the system (basically: quicktime) should work ok. +On linux the support is highly depending on what libraries are installed during compile time. +There is support for MPEG (with libmpeg1 or (preferred:) libmpeg3), +quicktime (either libquicktime or quicktime4linux; +most likely you will not be able to decode quicktimes with proprietary codecs) +and AVI (with libavifile which is able to utilize windows-dlls for (proprietary) codecs). +There is also some rudimentary support for FFMPEG. + +The right inlet of <i>[pix_movie]</i> +accepts a number to specify the frame to display. Look at 04.pix/04.movie.pd +for an image. +<p>A key fact of <i>[pix_movie]</i> is that it immediately sends the movie +data to OpenGL as a texture map. This means that you do not need +the <i>[pix_texture]</i> object in your chain. This also means that +you cannot process the movie data with pix objects. The main reason +for this is that it removes the need for a copy of all of the movie data. +If you want to apply some image-processing, you will have to use <i>[pix_film]</i> +(and <i>[pix_texture]</i> for texture-mapping). +<p>Some of the geos will not texture map the <i>[pix_movie]</i> data correctly. +Cone and sphere do not use texture coordinates when they are provided, +so when you display a movie on one of these objects, you will have a black +region (unless your movie size is a power of two...however, most movies +are 320x160 pixels or something). This will be fixed in a future +release. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="pix_video"></a>pix_video</h3> +The "image" can come from the <i>[pix_video]</i> object. +This means that you can use a real-time video source and display it on the screen. +<p>You can play with <i>[pix_video]</i> with the patches in 04.video/. +The patches are explained in more depth in the advanced section of the GEM manual. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Input.html b/Gem/manual/Input.html index fe089d0..3b027e1 100644 --- a/Gem/manual/Input.html +++ b/Gem/manual/Input.html @@ -1,19 +1,19 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Input devices</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Input devices</u></h2></center>
-
-<p><br>Nothing here yet
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Input devices</title> +</head> +<body> + +<center> +<h2> +<u>Input devices</u></h2></center> + +<p><br>Nothing here yet +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Intro.html b/Gem/manual/Intro.html index 23e8d23..165ad27 100644 --- a/Gem/manual/Intro.html +++ b/Gem/manual/Intro.html @@ -1,62 +1,62 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>GEM - Introduction</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Introduction</u></h2></center>
-GEM is the Graphics Environment for Multimedia. It was originally written by
-<a href="http://www.danks.org/mark">Mark Danks</a> to generate real-time computer graphics,
-especially for audio-visual compositions.
-Because GEM is a visual programming environment, users do not need any experience
-in traditional computer languages.
-<p>GEM is a collection of externals which allow the user to create
-<a href="http://www.opengl.org">OpenGL</a>
-graphics within <a href="http://www.crca.ucsd.edu/~msp/software.html">Pd</a>,
-a program for real-time audio processing by <a href="http://www.crca.ucsd.edu/~msp">Miller
-Puckette</a> (of <a href="http://www.ircam.fr">Max</a> fame).
-<p>There are many different shapes and objects, including polygonal graphics,
-lighting, texture mapping, image processing, and camera motion. All of
-this is possible in real-time without any previous programming experience.
-Because GEM is an add-on library for <a href="http://www.crca.ucsd.edu/~msp/software.html">Pd</a>,
-users can combine audio and graphics, controlling one medium from another.
-<p>GEM is supported in part by a grant from the <a href="http://www.intel.com">Intel
-Research Council</a> for the <a href="http://www.gvm.com">The Global Visual
-Music</a> project of <a href="http://felix.usc.edu/vibeke.html">Vibeke
-Sorensen</a>, <a href="http://www.crca.ucsd.edu/~msp">Miller Puckette</a>
-and <a href="http://www.earunit.org/rand.htm">Rand Steiger</a>.
-<p>An important thing to remember is that GEM is NOT an application.
-It is a library that Pd loads at run-time. Make sure that you see
-the section on <a href="GemWPd.html">using GEM with Pd</a>. This
-manual assumes that you have Pd working correctly and can load up patches
-already. If you do not have that working yet, look at the Pd manual
-and the GEM FAQ. Also, it is assumed that you have a basic understanding
-of how to use Pd and the idea behind the data flow model. In other
-words, if I ask you to pass a message with 3 floats into an object, you
-would know what I mean.
-<p>The system requirements vary depending on your system and what you are
-trying to do. In general, you should have the most powerful computer
-available and the best graphics accelerator on the market. In reality,
-people have been doing some amazing work with a Pentium II and an <a href="http://www.nvidia.com">nVidia
-Riva TNT</a> or <a href="http://www.3dfx.com">3Dfx Voodoo2</a> card.
-If you are on an SGI, then everything from an O2 up seems to be okay.
-The biggest requirement is that you have some kind of OpenGL graphics accelerator.
-This means that a Matrox Millennium II will not run very quickly.
-<p>The other factor is what you are trying to do. Pushing real-time
-video around requires a fast bus, which really only exists on SGIs.
-Doing thousands of texture mapped polygons is great on a PC...if it is
-a constant texture. There are many issues which mean that there is
-no one answer to "Is this system good enough?". In general, you will
-have to try and see.
-<p>GEM is now maintained by <a href="http://www.iem.at/info/personal/jz.htm">IOhannes m zmölnig</a>.
-So any bug-reports and donations should go to him instead of Mark...
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>GEM - Introduction</title> +</head> +<body> + +<center> +<h2> +<u>Introduction</u></h2></center> +GEM is the Graphics Environment for Multimedia. It was originally written by +<a href="http://www.danks.org/mark">Mark Danks</a> to generate real-time computer graphics, +especially for audio-visual compositions. +Because GEM is a visual programming environment, users do not need any experience +in traditional computer languages. +<p>GEM is a collection of externals which allow the user to create +<a href="http://www.opengl.org">OpenGL</a> +graphics within <a href="http://www.crca.ucsd.edu/~msp/software.html">Pd</a>, +a program for real-time audio processing by <a href="http://www.crca.ucsd.edu/~msp">Miller +Puckette</a> (of <a href="http://www.ircam.fr">Max</a> fame). +<p>There are many different shapes and objects, including polygonal graphics, +lighting, texture mapping, image processing, and camera motion. All of +this is possible in real-time without any previous programming experience. +Because GEM is an add-on library for <a href="http://www.crca.ucsd.edu/~msp/software.html">Pd</a>, +users can combine audio and graphics, controlling one medium from another. +<p>GEM is supported in part by a grant from the <a href="http://www.intel.com">Intel +Research Council</a> for the <a href="http://www.gvm.com">The Global Visual +Music</a> project of <a href="http://felix.usc.edu/vibeke.html">Vibeke +Sorensen</a>, <a href="http://www.crca.ucsd.edu/~msp">Miller Puckette</a> +and <a href="http://www.earunit.org/rand.htm">Rand Steiger</a>. +<p>An important thing to remember is that GEM is NOT an application. +It is a library that Pd loads at run-time. Make sure that you see +the section on <a href="GemWPd.html">using GEM with Pd</a>. This +manual assumes that you have Pd working correctly and can load up patches +already. If you do not have that working yet, look at the Pd manual +and the GEM FAQ. Also, it is assumed that you have a basic understanding +of how to use Pd and the idea behind the data flow model. In other +words, if I ask you to pass a message with 3 floats into an object, you +would know what I mean. +<p>The system requirements vary depending on your system and what you are +trying to do. In general, you should have the most powerful computer +available and the best graphics accelerator on the market. In reality, +people have been doing some amazing work with a Pentium II and an <a href="http://www.nvidia.com">nVidia +Riva TNT</a> or <a href="http://www.3dfx.com">3Dfx Voodoo2</a> card. +If you are on an SGI, then everything from an O2 up seems to be okay. +The biggest requirement is that you have some kind of OpenGL graphics accelerator. +This means that a Matrox Millennium II will not run very quickly. +<p>The other factor is what you are trying to do. Pushing real-time +video around requires a fast bus, which really only exists on SGIs. +Doing thousands of texture mapped polygons is great on a PC...if it is +a constant texture. There are many issues which mean that there is +no one answer to "Is this system good enough?". In general, you will +have to try and see. +<p>GEM is now maintained by <a href="http://www.iem.at/info/personal/jz.htm">IOhannes m zmölnig</a>. +So any bug-reports and donations should go to him instead of Mark... +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Lighting.html b/Gem/manual/Lighting.html index dcff171..5c30fb9 100644 --- a/Gem/manual/Lighting.html +++ b/Gem/manual/Lighting.html @@ -1,107 +1,107 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Lighting</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Lighting</u></h2></center>
-Lighting is an important factor is how we perceive the quality of an image.
-For example, without lighting and shading, a sphere would just look like
-a circle. GEM provides two types of lights, a local light and world
-light.
-<p>OpenGL uses a vertex lighting model. This means that for every
-vertex in the scene, the influence of the light is calculated. The
-color for the polygon is then modified by the light value of all of the
-vertices. This generally produces a very smooth effect, but you will
-occasionally run into rendering artifacts, especially if you use local
-lights. For example, imagine you have a local light close a large
-square. The corners of the square are far away from the light, so
-none of them will be lit very brightly, even though the light itself is
-very close to the surface of the square.
-<p>It is important to realize that lighting is an expensive operation to
-use. The number of polygons that you will be able to render will
-be much lower if lighting is turned on. As usual, the complexity
-of the scene and the speed of your computer and graphics card will greatly
-affect your frame rate.
-<p>GEM has only a maximum of 8 lights at one time. If you try to
-create more lights than that, you will get an error message.
-<p><a href="#Activate">Activate lighting</a>
-<br><a href="#world_light">[world_light]</a> - A directional light
-<br><a href="#light">[light]</a> - A point light in the world
-<br><a href="#Moving">Moving lights</a>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="Activate"></a>Activate lighting</h3>
-Lighting is activated by sending a message to <i>[gemwin]</i>. If you
-send "lighting 1", then lighting will be turned on. If you send "lighting
-0", then lighting will be turned off. The lighting state is kept
-even if you destroy the gemwin. This means that if you close a patch
-and open another one, the lighting will still be the same.
-<p>Individual lights can be turned on and off by sending a 1 or 0 to the
-left inlet of the light object itself.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="world_light"></a>[world_light]</h3>
-A <i>[world_light]</i> is a light which exists infintely far away.
-This reduces the computation needed, so your patch can run faster, but
-it means that all of the light rays are parallel. The <i>[world_light]</i>
-is good for objects like the sun and other lighting affects. This
-means that translating a <i>[world_light]</i> has no effect, although rotation
-does.
-<p>The following patch is 03.lighting/01.world_light.pd.
-<center>
-<p><img SRC="world_light.jpg" BORDER=1 height=152 width=370></center>
-
-<p>The <i>[world_light]</i> has one extra inlet. The right inlet accepts
-three floats to set the color of the light. A <i>[color]</i> object
-would do nothing. In this case, the light is being set to purple.
-The <i>[world_light]</i> also accepts a debug message. The debug message
-turns on and off a graphical representation of the light in the scene.
-The <i>[world_light]</i> looks like a cone. The cone shows the direction
-that the light is coming from. Remember that the actual position
-of the light does not matter, so geos behind the cone will still be lit.
-It is the direction of the light that matters. This is why you can
-rotate the light.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="light"></a>[light]</h3>
-A <i>[light]</i> object generates a point light in the world. Because
-the light is local to the scene, there is more math to generate the effect
-of the light on the vertices. However, unlike a <i>[world_light]</i>,
-you can translate the <i>[light]</i> object.
-<p>Below is the patch 03.lighting/02.light.pd.
-<center>
-<p><img SRC="light.jpg" BORDER=1 height=215 width=212></center>
-
-<p>The <i>[light]</i> object has a right inlet for the color, just light
-the <i>[world_light]</i> object. As this patch shows, the light can
-be moved around the scene with both <i>[rotate]</i> and <i>[translate]</i>
-objects. If you were to set the translate X value equal to 1.0, then
-the sphere would not be lit at all. This is because the light would
-be inside of the sphere. When you turn on the debug representation,
-it is a sphere with its origin where the light it. The <i>[light]</i>
-object does not have any size. It exists as a point source.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="Moving"></a>Moving lights</h3>
-The patch 03.lighting/03.controlLights.pd allows you to move a <i>[light]</i>
-and <i>[world_light]</i> object in the same scene to see the difference between
-the two objects.
-<p>The patch 03.lighting/04.moveSpheres.pd is an example which moves
-two spheres around the world. Turn on and off the individual lights
-for a demonstration of a local versus infinite light.
-<p>The patch 03.lighting/05.materials.pd uses the material objects to
-selectively control the color of the object. Notice that the diffuse object
-sets the "overall" color, while the specular objects sets the bright reflective
-area where the light directly shines.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Lighting</title> +</head> +<body> + +<center> +<h2> +<u>Lighting</u></h2></center> +Lighting is an important factor is how we perceive the quality of an image. +For example, without lighting and shading, a sphere would just look like +a circle. GEM provides two types of lights, a local light and world +light. +<p>OpenGL uses a vertex lighting model. This means that for every +vertex in the scene, the influence of the light is calculated. The +color for the polygon is then modified by the light value of all of the +vertices. This generally produces a very smooth effect, but you will +occasionally run into rendering artifacts, especially if you use local +lights. For example, imagine you have a local light close a large +square. The corners of the square are far away from the light, so +none of them will be lit very brightly, even though the light itself is +very close to the surface of the square. +<p>It is important to realize that lighting is an expensive operation to +use. The number of polygons that you will be able to render will +be much lower if lighting is turned on. As usual, the complexity +of the scene and the speed of your computer and graphics card will greatly +affect your frame rate. +<p>GEM has only a maximum of 8 lights at one time. If you try to +create more lights than that, you will get an error message. +<p><a href="#Activate">Activate lighting</a> +<br><a href="#world_light">[world_light]</a> - A directional light +<br><a href="#light">[light]</a> - A point light in the world +<br><a href="#Moving">Moving lights</a> +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="Activate"></a>Activate lighting</h3> +Lighting is activated by sending a message to <i>[gemwin]</i>. If you +send "lighting 1", then lighting will be turned on. If you send "lighting +0", then lighting will be turned off. The lighting state is kept +even if you destroy the gemwin. This means that if you close a patch +and open another one, the lighting will still be the same. +<p>Individual lights can be turned on and off by sending a 1 or 0 to the +left inlet of the light object itself. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="world_light"></a>[world_light]</h3> +A <i>[world_light]</i> is a light which exists infintely far away. +This reduces the computation needed, so your patch can run faster, but +it means that all of the light rays are parallel. The <i>[world_light]</i> +is good for objects like the sun and other lighting affects. This +means that translating a <i>[world_light]</i> has no effect, although rotation +does. +<p>The following patch is 03.lighting/01.world_light.pd. +<center> +<p><img SRC="world_light.jpg" BORDER=1 height=152 width=370></center> + +<p>The <i>[world_light]</i> has one extra inlet. The right inlet accepts +three floats to set the color of the light. A <i>[color]</i> object +would do nothing. In this case, the light is being set to purple. +The <i>[world_light]</i> also accepts a debug message. The debug message +turns on and off a graphical representation of the light in the scene. +The <i>[world_light]</i> looks like a cone. The cone shows the direction +that the light is coming from. Remember that the actual position +of the light does not matter, so geos behind the cone will still be lit. +It is the direction of the light that matters. This is why you can +rotate the light. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="light"></a>[light]</h3> +A <i>[light]</i> object generates a point light in the world. Because +the light is local to the scene, there is more math to generate the effect +of the light on the vertices. However, unlike a <i>[world_light]</i>, +you can translate the <i>[light]</i> object. +<p>Below is the patch 03.lighting/02.light.pd. +<center> +<p><img SRC="light.jpg" BORDER=1 height=215 width=212></center> + +<p>The <i>[light]</i> object has a right inlet for the color, just light +the <i>[world_light]</i> object. As this patch shows, the light can +be moved around the scene with both <i>[rotate]</i> and <i>[translate]</i> +objects. If you were to set the translate X value equal to 1.0, then +the sphere would not be lit at all. This is because the light would +be inside of the sphere. When you turn on the debug representation, +it is a sphere with its origin where the light it. The <i>[light]</i> +object does not have any size. It exists as a point source. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="Moving"></a>Moving lights</h3> +The patch 03.lighting/03.controlLights.pd allows you to move a <i>[light]</i> +and <i>[world_light]</i> object in the same scene to see the difference between +the two objects. +<p>The patch 03.lighting/04.moveSpheres.pd is an example which moves +two spheres around the world. Turn on and off the individual lights +for a demonstration of a local versus infinite light. +<p>The patch 03.lighting/05.materials.pd uses the material objects to +selectively control the color of the object. Notice that the diffuse object +sets the "overall" color, while the specular objects sets the bright reflective +area where the light directly shines. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/ListObjects.html b/Gem/manual/ListObjects.html index 2708993..da6ab37 100644 --- a/Gem/manual/ListObjects.html +++ b/Gem/manual/ListObjects.html @@ -1,231 +1,231 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>List of GEM objects</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>List of GEM objects</u></h2></center>
-<a href="#Controls">Controls</a>
-<br><a href="#Manips">Manipulators</a>
-<br><a href="#Geos">Geos</a>
-<br><a href="#Particles">Particles</a>
-<br><a href="#Nongeos">Nongeos</a>
-<br><a href="#Pixes">Pixes</a>
-<br><a href="#TV">TV</a>
-<br><a href="#MarkEx">MarkEx</a>
-<p>
-<hr WIDTH="100%"><a NAME="Controls"></a><i><u>Controls</u></i>
-<br>gemhead - the start of rendering chain
-<br>gemwin - the window manager
-<br>gemmouse - outputs the mouse position and buttons in the GEM window
-<br>gemkeyboard - outputs the keycode of a key pressed when you are in the GEM window (there might be different keycodes in Windows/Linux)
-<br>gemkeyname - outputs a symbolic description of a key pressed when you are in the GEM window (there might be different symbols in Windows/Linux)
-<br>gemorb - outputs the position, rotation, and buttons for a Space Orb
-<br>gemtablet - outputs the pen position, pressure, and buttons in the
-GEM window
-<p>
-<hr WIDTH="100%">
-<br><a NAME="Manips"></a><i><u>Manipulators</u></i>
-<br>accumrotate - accumulate a rotation
-<br>alpha - enable/disable alpha blending
-<br>ambient - set the ambient color with a vector
-<br>ambientRGB - set the ambient color with 3 discrete values
-<br>camera -
-<br>color - set the color with a vector
-<br>colorRGB - set the color with 3 discrete values
-<br>depth - enable/disable depth testing
-<br>diffuse - set the diffuse color with a vector
-<br>diffuseRGB - set the diffuse color with 3 discrete values
-<br>emission - set the emissive color with a vector
-<br>emissionRGB - set the emissive color with 3 discrete values
-<br>linear_path - generate a path from an array of points
-<br>ortho - change the view to orthogonal, with the viewport the size of
-the window
-<br>polygon_smooth - turn on anti-aliasing for the objects below
-<br>rotate - rotate with an angle and vector
-<br>rotateXYZ - rotate with 3 discrete values
-<br>scale - scale with a vector
-<br>scaleXYZ - scale with 3 discrete values
-<br>separator - push the OpenGL state for the rest of the chain and pop
-when done
-<br>shininess - set the shininess of an object
-<br>specular - set the specular color with a vector
-<br>specularRGB - set the specular color with 3 discrete values
-<br>spline_path - generate a spline from an array of knots
-<br>translate - translate with a vector
-<br>translateXYZ - translate with 3 discrete values
-
-<p><a NAME="Geos"></a><i><u>Geos</u></i>
-<br>circle - render a circle
-<br>colorSquare - render a colored square (evtl. with color gradients)
-<br>cone - render a cone
-<br>cube - render a cube
-<br>cuboid - render a box
-<br>curve - render a Bezier curve
-<br>curve3d - render a surface
-<br>cylinder - render a cylinder
-<br>disk - render a disk
-<br>imageVert - make pixel colors to a height field map
-<br>model - render an Alias|Wavefront model
-<br>multimodel - render a series of Alias|Wavefront models, render by number
-<br>newWave - render a wave (that is evolving over time)
-<br>polygon - render a polygon
-<br>primTri - a triangle primitive
-<br>rectangle - render a rectangle
-<br>ripple - a rectangle with distorted (over time) texture-coordinates
-<br>rubber - a grid where you can move one of the grid-points
-<br>slideSquare - render a number of sliding squares
-<br>sphere - render a sphere
-<br>square - render a square
-<br>teapot - render a teapot
-<br>text2d - render 2-D text (a bitmap)
-<br>text3d - render 3-D text (polygonal)
-<br>textextruded - render an extruded 3D-text
-<br>textoutline - render outlined text (polygonal)
-<br>triangle - render a triangle
-<p><a NAME="Particles"></a><i><u>Particles</u></i>
-<br>part_head - The start of a particle group
-<br>part_color - Set the range of colors for the new particles
-<br>part_damp - set the damping for particles
-<br>part_draw - Apply the actions and render the particles. Accepts
-a message "draw line" or "draw point" to change the drawing style.
-<br>part_follow - Particles will follow each other like a snake
-<br>part_gravity - Have the particles accelerate in a direction
-<br>part_info - get the information (position, color, size,...) of each particle
-<br>part_killold - Remove particles past a certain age
-<br>part_killslow - Remove particles below a certain speed
-<br>part_orbitpoint - Orbit the particles around a specified point
-<br>part_render - render the remaining gem-tree as particles.
-<br>part_size - Set the size of new particles
-<br>part_source - Generate particles
-<br>part_targetcolor - Change color of the particles toward the specified
-color
-<br>part_targetsize - Change size of the particles toward the specified
-size
-<br>part_velocity - Set the velocity domain
-(distribution like CONE and the appropriate arguments)
-<br>part_vertex - emit a single particle
-
-<p><a NAME="Nongeos"></a><i><u>Nongeos</u></i>
-<br>light - make a point light
-<br>world_light - make a light at infinity
-<p><a NAME="Pixes"></a><i><u>Pixes</u></i>
-<br>pix_2grey - convert rgb pixels to grey (still an RGBA image)
-<br>pix_a_2grey - convert rgb pixels to grey based on alpha channel
-<br>pix_add - add two pixes together
-<br>pix_aging - super8-like aging effect
-<br>pix_alpha - set the alpha value of a pix
-<br>pix_background - let through only pixels that differ from a static "background" image
-<br>pix_backlight - a backlight photo effect
-<br>pix_biquad - 2p2z-filter for subsequent images
-<br>pix_bitmask - apply a bitmask to a pix
-<br>pix_blob - get center of gravity
-<br>pix_buf - buffer a pix
-<br>pix_buffer - storage room for pixes (like [table] for floats)
-<br>pix_buffer_read/pix_buffer_write - put/get pixes into/from a pix_buffer
-<br>pix_chroma_key - color keying (like "blue-box")
-<br>pix_coloralpha - set the alpha-channel of a pix as a mean-value of the color-components
-<br>pix_colormatrix - recombine the RGBA-channels with matrix-operation
-<br>pix_color - set the color of a pix (leaving alpha alone)
-<br>pix_colorreduce - reduce the number of colors (statistically)
-<br>pix_composite - composite two pixes together
-<br>pix_convolve - convolve a pix with a kernal
-<br>pix_coordinate - set the texture coordinates
-<br>pix_crop - get a sub-image of a pix
-<br>pix_curve - apply color-curves onto a pix
-<br>pix_data - get pixel data information
-<br>pix_delay - frame-wise delay
-<br>pix_diff - get absolute difference of two pixes
-<br>pix_dot - rasterize a pix with big dots
-<br>pix_draw - draw a pix
-<br>pix_dump - dump the pixel-data as a long list of floats
-<br>pix_duotone - reduce the number of colors by thresholding
-<br>pix_film - use a movie file as a pix source for image-processing
-<br>pix_flip - flip the pixels of a pix
-<br>pix_gain - apply a gain to a pix
-<br>pix_grey - convert any pix into greyscale colorspace
-<br>pix_halftone - rasterize a pix like it was printed in a newspaper
-<br>pix_histo - get the histogram of a pix
-<br>pix_hsv2rgb - transform a pix from HSV-colorspace into RGB-colorspace
-<br>pix_image - load in an image file
-<br>pix_imageInPlace - load a series of image files directly into texture-buffer, display by number
-<br>pix_info - get information about the pix (like dimension, colorspace,...)
-<br>pix_invert - invert a pix
-<br>pix_kaleidoscope - as if you were looking at the pix through a kaleidoscope
-<br>pix_levels - level adjustment
-<br>pix_lumaoffset - y-offset pixels depending on their luminance
-<br>pix_mask - mask a pix based on another pix
-<br>pix_metaimage - recompose an image out of smaller versions of itself
-<br>pix_mix - mix to pixes together
-<br>pix_motionblur - motionblur an image
-<br>pix_movie - use a movie file as a pix source and load it immediately into the texture-buffer
-<br>pix_movement - set the alpha-channel with respect to the change between two frames
-<br>pix_multiply - multiply two pixes
-<br>pix_multiimage - load in a series of image files, display by number
-<br>pix_normalize - normalize a pix
-<br>pix_offset - add an offset to a pix (wrapping instead of clipping)
-<br>pix_pix2sig~ - interpret a pix as 4 (RGBA) audio-signals
-<br>pix_posterize - posterization photo effect
-<br>pix_puzzle - shuffle an image
-<br>pix_rds - generate a Random Dot Stereogram out of the image (aka: Magic Eye (tm))
-<br>pix_rectangle - generate a rectangle in a pix buffer
-<br>pix_refraction - break up an image into coloured "glass-bricks"
-<br>pix_resize - resize a pix to next power of 2
-<br>pix_rgb2hsv - transform a pix from RGB-colorspace into HSV-colorspace
-<br>pix_rgba - transform a pix of any format into RGBA
-<br>pix_roll - (sc)roll through an image (wrapping)
-<br>pix_rtx - swap time-axis and x-axis
-<br>pix_scanline - take every nth line of the original image
-<br>pix_set - set the pixel-data with a long list of floats
-<br>pix_sig2pix~ - interpret 4 audio-signals as (RGBA) image-data
-<br>pix_snap - capture the render window into a pix
-<br>pix_snap2tex - capture the render window directly as a texture
-<br>pix_subtract - subtract two pixes
-<br>pix_tIIR - time-base Infinite-Impulse-Response filter (for motion-bluring,...) with settable number of poles/zeros
-<br>pix_takealpha - take the alpha channel of one pix and put it into another pix
-<br>pix_texture - use a pix as a texture map
-<br>pix_threshold - apply a threshold to a pix
-<br>pix_video - use a video camera as a pix source
-<br>pix_write - capture the render window to disk
-<br>pix_zoom - zoom into a pix (using OpenGL)
-
-<p><a NAME="openGL"></a><i><u>openGL</u></i>
-there are more than 250 objects that
-form a complete wrapper around the openGL set of functions
-(as defined in the openGL-1.2 standard).<br>
-each openGL-function is prefixed with "GEM", eg:
-<i>[GEMglVertex3f]</i> is wrapped around <i>glVertex3f</i>.
-
-<p><a NAME="MarkEx"></a><i><u>MarkEx</u></i>
-<br>alternate - alternate between two outlets
-<br>average - average a sequence of numbers
-<br>change - only output on change
-<br>counter - count bangs
-<br>invert - non-zero numbers to zero, zero to 1
-<br>multiselect/multisel - a select object which accepts a list in the
-right inlet
-<br>oneshot - send a bang, then block until reset
-<br>randomF / randF - floating point random numbers
-<br>strcat - string concatentation
-<br>tripleLine - do a line with three numbers
-<br>tripleRand - random with three numbers
-<br>vector+ / v+ - add a scalar to a vector
-<br>vector- / v- - subtract a scalar from a vector
-<br>vector* / v* - multiply a vector by a scalar
-<br>vector/ / v/ - divide a vector by a scalar
-<br>vectorpack / vpack - attach a scalar to the end of a vector
-<br>rgb2hsv - convert a list of three floats from RGB to an HSV value
-<br>hsv2rgb - convert a list of three floats from HSV to an RGB value
-<br>abs~ - absolute value of a signal
-<br>reson~ - resonant filter
-<p><a href="index.html">[return]</a>
-<br>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>List of GEM objects</title> +</head> +<body> + +<center> +<h2> +<u>List of GEM objects</u></h2></center> +<a href="#Controls">Controls</a> +<br><a href="#Manips">Manipulators</a> +<br><a href="#Geos">Geos</a> +<br><a href="#Particles">Particles</a> +<br><a href="#Nongeos">Nongeos</a> +<br><a href="#Pixes">Pixes</a> +<br><a href="#TV">TV</a> +<br><a href="#MarkEx">MarkEx</a> +<p> +<hr WIDTH="100%"><a NAME="Controls"></a><i><u>Controls</u></i> +<br>gemhead - the start of rendering chain +<br>gemwin - the window manager +<br>gemmouse - outputs the mouse position and buttons in the GEM window +<br>gemkeyboard - outputs the keycode of a key pressed when you are in the GEM window (there might be different keycodes in Windows/Linux) +<br>gemkeyname - outputs a symbolic description of a key pressed when you are in the GEM window (there might be different symbols in Windows/Linux) +<br>gemorb - outputs the position, rotation, and buttons for a Space Orb +<br>gemtablet - outputs the pen position, pressure, and buttons in the +GEM window +<p> +<hr WIDTH="100%"> +<br><a NAME="Manips"></a><i><u>Manipulators</u></i> +<br>accumrotate - accumulate a rotation +<br>alpha - enable/disable alpha blending +<br>ambient - set the ambient color with a vector +<br>ambientRGB - set the ambient color with 3 discrete values +<br>camera - +<br>color - set the color with a vector +<br>colorRGB - set the color with 3 discrete values +<br>depth - enable/disable depth testing +<br>diffuse - set the diffuse color with a vector +<br>diffuseRGB - set the diffuse color with 3 discrete values +<br>emission - set the emissive color with a vector +<br>emissionRGB - set the emissive color with 3 discrete values +<br>linear_path - generate a path from an array of points +<br>ortho - change the view to orthogonal, with the viewport the size of +the window +<br>polygon_smooth - turn on anti-aliasing for the objects below +<br>rotate - rotate with an angle and vector +<br>rotateXYZ - rotate with 3 discrete values +<br>scale - scale with a vector +<br>scaleXYZ - scale with 3 discrete values +<br>separator - push the OpenGL state for the rest of the chain and pop +when done +<br>shininess - set the shininess of an object +<br>specular - set the specular color with a vector +<br>specularRGB - set the specular color with 3 discrete values +<br>spline_path - generate a spline from an array of knots +<br>translate - translate with a vector +<br>translateXYZ - translate with 3 discrete values + +<p><a NAME="Geos"></a><i><u>Geos</u></i> +<br>circle - render a circle +<br>colorSquare - render a colored square (evtl. with color gradients) +<br>cone - render a cone +<br>cube - render a cube +<br>cuboid - render a box +<br>curve - render a Bezier curve +<br>curve3d - render a surface +<br>cylinder - render a cylinder +<br>disk - render a disk +<br>imageVert - make pixel colors to a height field map +<br>model - render an Alias|Wavefront model +<br>multimodel - render a series of Alias|Wavefront models, render by number +<br>newWave - render a wave (that is evolving over time) +<br>polygon - render a polygon +<br>primTri - a triangle primitive +<br>rectangle - render a rectangle +<br>ripple - a rectangle with distorted (over time) texture-coordinates +<br>rubber - a grid where you can move one of the grid-points +<br>slideSquare - render a number of sliding squares +<br>sphere - render a sphere +<br>square - render a square +<br>teapot - render a teapot +<br>text2d - render 2-D text (a bitmap) +<br>text3d - render 3-D text (polygonal) +<br>textextruded - render an extruded 3D-text +<br>textoutline - render outlined text (polygonal) +<br>triangle - render a triangle +<p><a NAME="Particles"></a><i><u>Particles</u></i> +<br>part_head - The start of a particle group +<br>part_color - Set the range of colors for the new particles +<br>part_damp - set the damping for particles +<br>part_draw - Apply the actions and render the particles. Accepts +a message "draw line" or "draw point" to change the drawing style. +<br>part_follow - Particles will follow each other like a snake +<br>part_gravity - Have the particles accelerate in a direction +<br>part_info - get the information (position, color, size,...) of each particle +<br>part_killold - Remove particles past a certain age +<br>part_killslow - Remove particles below a certain speed +<br>part_orbitpoint - Orbit the particles around a specified point +<br>part_render - render the remaining gem-tree as particles. +<br>part_size - Set the size of new particles +<br>part_source - Generate particles +<br>part_targetcolor - Change color of the particles toward the specified +color +<br>part_targetsize - Change size of the particles toward the specified +size +<br>part_velocity - Set the velocity domain +(distribution like CONE and the appropriate arguments) +<br>part_vertex - emit a single particle + +<p><a NAME="Nongeos"></a><i><u>Nongeos</u></i> +<br>light - make a point light +<br>world_light - make a light at infinity +<p><a NAME="Pixes"></a><i><u>Pixes</u></i> +<br>pix_2grey - convert rgb pixels to grey (still an RGBA image) +<br>pix_a_2grey - convert rgb pixels to grey based on alpha channel +<br>pix_add - add two pixes together +<br>pix_aging - super8-like aging effect +<br>pix_alpha - set the alpha value of a pix +<br>pix_background - let through only pixels that differ from a static "background" image +<br>pix_backlight - a backlight photo effect +<br>pix_biquad - 2p2z-filter for subsequent images +<br>pix_bitmask - apply a bitmask to a pix +<br>pix_blob - get center of gravity +<br>pix_buf - buffer a pix +<br>pix_buffer - storage room for pixes (like [table] for floats) +<br>pix_buffer_read/pix_buffer_write - put/get pixes into/from a pix_buffer +<br>pix_chroma_key - color keying (like "blue-box") +<br>pix_coloralpha - set the alpha-channel of a pix as a mean-value of the color-components +<br>pix_colormatrix - recombine the RGBA-channels with matrix-operation +<br>pix_color - set the color of a pix (leaving alpha alone) +<br>pix_colorreduce - reduce the number of colors (statistically) +<br>pix_composite - composite two pixes together +<br>pix_convolve - convolve a pix with a kernal +<br>pix_coordinate - set the texture coordinates +<br>pix_crop - get a sub-image of a pix +<br>pix_curve - apply color-curves onto a pix +<br>pix_data - get pixel data information +<br>pix_delay - frame-wise delay +<br>pix_diff - get absolute difference of two pixes +<br>pix_dot - rasterize a pix with big dots +<br>pix_draw - draw a pix +<br>pix_dump - dump the pixel-data as a long list of floats +<br>pix_duotone - reduce the number of colors by thresholding +<br>pix_film - use a movie file as a pix source for image-processing +<br>pix_flip - flip the pixels of a pix +<br>pix_gain - apply a gain to a pix +<br>pix_grey - convert any pix into greyscale colorspace +<br>pix_halftone - rasterize a pix like it was printed in a newspaper +<br>pix_histo - get the histogram of a pix +<br>pix_hsv2rgb - transform a pix from HSV-colorspace into RGB-colorspace +<br>pix_image - load in an image file +<br>pix_imageInPlace - load a series of image files directly into texture-buffer, display by number +<br>pix_info - get information about the pix (like dimension, colorspace,...) +<br>pix_invert - invert a pix +<br>pix_kaleidoscope - as if you were looking at the pix through a kaleidoscope +<br>pix_levels - level adjustment +<br>pix_lumaoffset - y-offset pixels depending on their luminance +<br>pix_mask - mask a pix based on another pix +<br>pix_metaimage - recompose an image out of smaller versions of itself +<br>pix_mix - mix to pixes together +<br>pix_motionblur - motionblur an image +<br>pix_movie - use a movie file as a pix source and load it immediately into the texture-buffer +<br>pix_movement - set the alpha-channel with respect to the change between two frames +<br>pix_multiply - multiply two pixes +<br>pix_multiimage - load in a series of image files, display by number +<br>pix_normalize - normalize a pix +<br>pix_offset - add an offset to a pix (wrapping instead of clipping) +<br>pix_pix2sig~ - interpret a pix as 4 (RGBA) audio-signals +<br>pix_posterize - posterization photo effect +<br>pix_puzzle - shuffle an image +<br>pix_rds - generate a Random Dot Stereogram out of the image (aka: Magic Eye (tm)) +<br>pix_rectangle - generate a rectangle in a pix buffer +<br>pix_refraction - break up an image into coloured "glass-bricks" +<br>pix_resize - resize a pix to next power of 2 +<br>pix_rgb2hsv - transform a pix from RGB-colorspace into HSV-colorspace +<br>pix_rgba - transform a pix of any format into RGBA +<br>pix_roll - (sc)roll through an image (wrapping) +<br>pix_rtx - swap time-axis and x-axis +<br>pix_scanline - take every nth line of the original image +<br>pix_set - set the pixel-data with a long list of floats +<br>pix_sig2pix~ - interpret 4 audio-signals as (RGBA) image-data +<br>pix_snap - capture the render window into a pix +<br>pix_snap2tex - capture the render window directly as a texture +<br>pix_subtract - subtract two pixes +<br>pix_tIIR - time-base Infinite-Impulse-Response filter (for motion-bluring,...) with settable number of poles/zeros +<br>pix_takealpha - take the alpha channel of one pix and put it into another pix +<br>pix_texture - use a pix as a texture map +<br>pix_threshold - apply a threshold to a pix +<br>pix_video - use a video camera as a pix source +<br>pix_write - capture the render window to disk +<br>pix_zoom - zoom into a pix (using OpenGL) + +<p><a NAME="openGL"></a><i><u>openGL</u></i> +there are more than 250 objects that +form a complete wrapper around the openGL set of functions +(as defined in the openGL-1.2 standard).<br> +each openGL-function is prefixed with "GEM", eg: +<i>[GEMglVertex3f]</i> is wrapped around <i>glVertex3f</i>. + +<p><a NAME="MarkEx"></a><i><u>MarkEx</u></i> +<br>alternate - alternate between two outlets +<br>average - average a sequence of numbers +<br>change - only output on change +<br>counter - count bangs +<br>invert - non-zero numbers to zero, zero to 1 +<br>multiselect/multisel - a select object which accepts a list in the +right inlet +<br>oneshot - send a bang, then block until reset +<br>randomF / randF - floating point random numbers +<br>strcat - string concatentation +<br>tripleLine - do a line with three numbers +<br>tripleRand - random with three numbers +<br>vector+ / v+ - add a scalar to a vector +<br>vector- / v- - subtract a scalar from a vector +<br>vector* / v* - multiply a vector by a scalar +<br>vector/ / v/ - divide a vector by a scalar +<br>vectorpack / vpack - attach a scalar to the end of a vector +<br>rgb2hsv - convert a list of three floats from RGB to an HSV value +<br>hsv2rgb - convert a list of three floats from HSV to an RGB value +<br>abs~ - absolute value of a signal +<br>reson~ - resonant filter +<p><a href="index.html">[return]</a> +<br> +<br> +</body> +</html> diff --git a/Gem/manual/Particles.html b/Gem/manual/Particles.html index 7b8ceb6..4a4f80c 100644 --- a/Gem/manual/Particles.html +++ b/Gem/manual/Particles.html @@ -1,19 +1,19 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Particles</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Particles</u></h2></center>
-
-<p><br>Nothing here yet
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Particles</title> +</head> +<body> + +<center> +<h2> +<u>Particles</u></h2></center> + +<p><br>Nothing here yet +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Pixes.html b/Gem/manual/Pixes.html index badf8bc..6b90842 100644 --- a/Gem/manual/Pixes.html +++ b/Gem/manual/Pixes.html @@ -1,105 +1,105 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Pixes (image processing)</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Image processing</u></h2></center>
-The pix objects are used to do image processing to pixel data. If
-you load in an image with <i>[pix_image]</i>, then you can change what the
-image looks like before rendering it out
-<p>In general, processing images is <i>extremely</i> expensive, so you
-probably cannot have that many active pix objects. GEM only reprocesses
-images when the source image changes or one of the parameters for a pix
-object changes. This means that GEM will only process an image when
-something is different, instead of every frame. If you want to do
-a lot of processing at start up, but then not change anything once the
-patch is running, GEM will only do the computation once.<br>
-Modern CPUs use SIMD (Single Instruction - Multiple Data) (like MMX, SSE2, altivec)
-to make pixel-processing more effective (by processing data parallely).
-Until now, only the macOS version of Gem has support for SIMD for some pix-objects.
-MMX/SSE2 boosts will hopefully come in future Gem-releases.
-
-<p>The pix objects are divided into two general groups, those which take
-one input, and those which require two input images. For example,
-<i>[pix_invert]</i>
-will "invert" all of the pixels (if a pixel is white, it will change to
-black), while <i>[pix_add]</i> will add two images together.
-<p>Only some of the pix objects are described here. Look in the reference
-patches for explanations for the other pix objects.
-<p><a href="#invert">[pix_invert]</a> - invert the pixel data
-<br><a href="#add">[pix_add]</a> - add two pixes together
-<br><a href="#mask">[pix_mask]</a> - create an alpha mask
-<br><a href="#convolve">[pix_convolve]</a> - convolve a pix with a kernel
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="invert"></a>[pix_invert]</h3>
-<i>[pix_invert]</i> inverts the pixels in an image. To use <i>[pix_invert]</i>,
-simply make sure that you have already loaded an image into the chain.
-In the following patch, the fractal image will be inverted.
-<center>
-<p><img SRC="invert.jpg" BORDER=1 height=120 width=179></center>
-
-<p>Here is the difference between the fractal image and the inverted version.
-<center>
-<p><img SRC="normalFrac.jpg" height=256 width=256><img SRC="invertFrac.jpg" height=256 width=256></center>
-
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="add"></a>pix_add</h3>
-<i>[pix_add]</i> does what you would expect. It adds two images together.
-<center>
-<p><img SRC="add.jpg" BORDER=1 height=152 width=305></center>
-
-<p>This patch adds the fractal image with a car image. The processed
-image will often contain a lot of white pixels, because the data is just
-added together. This occurs in the resulting image, shown below.
-<center>
-<p><img SRC="addResult.jpg" height=257 width=255></center>
-
-<p><br>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="mask"></a>pix_mask</h3>
-<i>[pix_mask]</i> is used to create an alpha mask from another image.
-In the following example (gem_pix/gemMaskDancer.pd), the fractal image's
-alpha channel is replaced by the dancer image. If the <i>[alpha]</i>
-object was removed, then you would just see the solid fractal image (because
-the alpha channel wouldn't be used).
-<p>In other words, images are composed of a red, a green, a blue, and an
-alpha channel. The alpha channel is the transparency of the pixel.
-
-<i>[pix_mask]</i> only modifies the alpha channel and does not touch the
-red, green, or blue data.
-<center>
-<p><img SRC="mask.jpg" BORDER=1 height=262 width=191></center>
-
-<p>The result is this image.
-<center>
-<p><img SRC="maskResult.jpg" height=218 width=187></center>
-
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="convolve"></a>pix_convolve</h3>
-<i>[pix_convolve]</i> convolves pix data with a convolution kernel.
-Basically, you can get really nice effects if you choose the correct kernel...and
-garbage if you choose the wrong one.
-<p>Edge detection is done with a convolution kernel, as is smoothing.
-The biggest problem is that convolving an image is about the most expensive
-operation that you can do in GEM.
-<p>Look at gem_pix/gemPixConvolve.pd to get an idea of some of the kernels
-that you can send to <i>[pix_convolve]</i> and the effects that you can get.
-<p>If you want to learn the math behind convolution, then find any standard
-image processing (or audio processing book, this is just 2D convolution).
-<br>
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Pixes (image processing)</title> +</head> +<body> + +<center> +<h2> +<u>Image processing</u></h2></center> +The pix objects are used to do image processing to pixel data. If +you load in an image with <i>[pix_image]</i>, then you can change what the +image looks like before rendering it out +<p>In general, processing images is <i>extremely</i> expensive, so you +probably cannot have that many active pix objects. GEM only reprocesses +images when the source image changes or one of the parameters for a pix +object changes. This means that GEM will only process an image when +something is different, instead of every frame. If you want to do +a lot of processing at start up, but then not change anything once the +patch is running, GEM will only do the computation once.<br> +Modern CPUs use SIMD (Single Instruction - Multiple Data) (like MMX, SSE2, altivec) +to make pixel-processing more effective (by processing data parallely). +Until now, only the macOS version of Gem has support for SIMD for some pix-objects. +MMX/SSE2 boosts will hopefully come in future Gem-releases. + +<p>The pix objects are divided into two general groups, those which take +one input, and those which require two input images. For example, +<i>[pix_invert]</i> +will "invert" all of the pixels (if a pixel is white, it will change to +black), while <i>[pix_add]</i> will add two images together. +<p>Only some of the pix objects are described here. Look in the reference +patches for explanations for the other pix objects. +<p><a href="#invert">[pix_invert]</a> - invert the pixel data +<br><a href="#add">[pix_add]</a> - add two pixes together +<br><a href="#mask">[pix_mask]</a> - create an alpha mask +<br><a href="#convolve">[pix_convolve]</a> - convolve a pix with a kernel +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="invert"></a>[pix_invert]</h3> +<i>[pix_invert]</i> inverts the pixels in an image. To use <i>[pix_invert]</i>, +simply make sure that you have already loaded an image into the chain. +In the following patch, the fractal image will be inverted. +<center> +<p><img SRC="invert.jpg" BORDER=1 height=120 width=179></center> + +<p>Here is the difference between the fractal image and the inverted version. +<center> +<p><img SRC="normalFrac.jpg" height=256 width=256><img SRC="invertFrac.jpg" height=256 width=256></center> + +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="add"></a>pix_add</h3> +<i>[pix_add]</i> does what you would expect. It adds two images together. +<center> +<p><img SRC="add.jpg" BORDER=1 height=152 width=305></center> + +<p>This patch adds the fractal image with a car image. The processed +image will often contain a lot of white pixels, because the data is just +added together. This occurs in the resulting image, shown below. +<center> +<p><img SRC="addResult.jpg" height=257 width=255></center> + +<p><br> +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="mask"></a>pix_mask</h3> +<i>[pix_mask]</i> is used to create an alpha mask from another image. +In the following example (gem_pix/gemMaskDancer.pd), the fractal image's +alpha channel is replaced by the dancer image. If the <i>[alpha]</i> +object was removed, then you would just see the solid fractal image (because +the alpha channel wouldn't be used). +<p>In other words, images are composed of a red, a green, a blue, and an +alpha channel. The alpha channel is the transparency of the pixel. + +<i>[pix_mask]</i> only modifies the alpha channel and does not touch the +red, green, or blue data. +<center> +<p><img SRC="mask.jpg" BORDER=1 height=262 width=191></center> + +<p>The result is this image. +<center> +<p><img SRC="maskResult.jpg" height=218 width=187></center> + +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="convolve"></a>pix_convolve</h3> +<i>[pix_convolve]</i> convolves pix data with a convolution kernel. +Basically, you can get really nice effects if you choose the correct kernel...and +garbage if you choose the wrong one. +<p>Edge detection is done with a convolution kernel, as is smoothing. +The biggest problem is that convolving an image is about the most expensive +operation that you can do in GEM. +<p>Look at gem_pix/gemPixConvolve.pd to get an idea of some of the kernels +that you can send to <i>[pix_convolve]</i> and the effects that you can get. +<p>If you want to learn the math behind convolution, then find any standard +image processing (or audio processing book, this is just 2D convolution). +<br> +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Texture.html b/Gem/manual/Texture.html index 1de889c..0e35a1d 100644 --- a/Gem/manual/Texture.html +++ b/Gem/manual/Texture.html @@ -1,126 +1,126 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Texture mapping</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Texture Mapping</u></h2></center>
-<a href="Gloss.html#Texture">Texture mapping</a> is the act of applying
-pixel data to a geometric object. In GEM, this is achieved with the
-<i>[pix_texture]</i>
-object. It is important to understand that the
-<i>[pix_texture]</i>
-object merely sets the pix as the current texture. It does not do
-any rendering! You need to use a geo object which does texture mapping.
-All of the basic geo objects can texture map, such as <i>[square]</i> or
-<i>[sphere]</i>.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p>A simple example of texture mapping is the following patch:
-<center>
-<p><img SRC="texture.jpg" BORDER=1 height=182 width=160></center>
-
-<p>This patch can be found at 07.texture/01.texture.pd. Change
-the number box connected to the rotate object to see what a texture map
-on a cube looks like.
-<p>The <i>[pix_image]</i> object loads in the fractal image file. The
-<i>[pix_texture]</i>
-object says that the pix data should be used as a texture map. Notice
-that this is different than the previous manual section when we used the
-<i>[pix_draw]</i> object. The final object in the chain is the <i>[cube]</i>
-object. Because we have enabled texture mapping with the <i>[pix_texture]</i>
-object, the cube takes the pix data and applies it to the geometry.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p>Texture mapping can be used with any GEM object. In the previous
-manual section, you saw how to load in pix data with a variety of objects,
-including <i>[pix_multiimage]</i> and <i>[pix_video]</i>. All of these
-objects can be used with the <i>[pix_texture]</i> object.
-<p>Because the pix data is applied to geometry, you can move, rotate, and
-scale the image. This is extremely useful on the <i>[square]</i> object.
-Instead of doing a one-to-one pixel mapping as occurs with the <i>[pix_draw]</i>
-object, you can resize and reshape the image.
-<p>OpenGL originally required that images must have dimensions that are power-of-2, such as 64, 128, or 256. This restriction has been released with recent gfx-cards
-(like some radeon/nvidia products).
-However, if the width or height of an image is not a power of two,
-then the <i>[pix_texture]</i> object will take care of this,
-and still render it (depending on you hardware with some tricks).
-You can thus texture images of any size, but since this is based on tricking
-the texture-coordinates, <i>[pix_coordinate]</i> might not give the wanted result any more.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p>The example patch 07.texture/02.moveImages.pd is a much more complex
-patch which uses alpha blending to create a transparent object, in this
-case, the dancer. Make sure to turn on the rotation with the <i>[metro]</i>
-object.
-<p><img SRC="tribar.gif" height=13 width=561><a href="index.html"></a>
-<p>People have been asking how textures are handled in GEM. Here
-is a long explanation from an email which I wrote.
-<p><tt> Here is how textures are dealt with under OpenGL and hardware
-accelerators. This can obviously change in the future, but right
-now, I am fairly certain that the info is correct (I make games in my day
-job, so I have vested interest in this :-)</tt><tt></tt>
-<p><tt> The amount of memory (VRAM) on the card (12mb for Voodoo2,
-16mb for TNT, 64mb for GeForce2, etc) is used for both textures (TRAM)
-and frame buffer space. If you have a large rendering window, like
-1600x1200, it will take up 1600x1200x4x3 in 32-bit mode with double buffering
-and a Z buffer (or 23mb). Most people run at TV resolution, like
-NTSC, so it takes 640x480x4x3 = 3.7mb All of the space left
-is for textures onboard the card (FYI, if you have heard that people are
-having problems with the PlayStation2, notice that it only has 4mb of VRAM...not
-much onboard texture space, huh? :-) Thankfully it has an <i>extremely</i>
-fast DMA bus)</tt><tt></tt>
-<p><tt> Sooo, when GEM "creates" a texture, it immediately tries
-to send the texture to the card, which uses some of the left over space
-in the VRAM. If you had a 640x480 window on a Voodoo2, you have ~8mb
-of texture space left over. On a GeForce2, ~60mb. The problem
-is what happens if you want more textures than can fit into TRAM.
-OpenGL requires that the video drivers deal with the problem, so GEM doesn't
-care too much (more about this later).</tt><tt></tt>
-<p><tt> In most cases, the drivers cache the textures in main memory
-and if a texture is requested for rendering and it isn't resident on the
-card, it will download it. If you have AGP, then this is pretty quick,
-although none of 3dfx cards really take advantage of this (ie, those cards
-are about the same speed as the PCI bus). So depending on the number
-of textures, and how complex the scene is, you might be able to display
-more textures than you have TRAM.</tt><tt></tt>
-<p><tt> One slowdown that can happen with GEM is that it makes a
-copy of the image before sending it down the chain of objects. If
-you are constantly changing images with a pix_multiimage, this can be a
-performance hit, but you can modify the actual pixel data with the pix
-objects. The pixels aren't sent to the graphics card until the pix_texture
-object is reached.</tt><tt></tt>
-<p><tt> GEM tries to help with this with a few objects. pix_imageInPlace
-acts much the same as pix_multiimage, but it downloads _every_ image in
-the sequence to the card when a download message is recieved. It
-also immediately turns on texturing, instead of making a copy (ie, you
-don't need a pix_texture object). Much faster, but not as flexible.
-pix_movie does much the same thing. It sends the pixel data without
-copying it if there is a new frame to display.</tt><tt></tt>
-<p><tt> The entire pix system uses a caching system so that the copying
-and processing only occurs if something actually changes. For example,
-if you had a pix_threshold object, it would only process when rendering
-started...and every time that the values actually changed. You can
-use pix_buf to isolate parts which don't change from those that do, but
-it involves another copy.</tt><tt></tt>
-<p><tt> On the Voodoo2, the hardware itself limits textures to 256x256...this
-will never change. The newest Voodoo5 boards have a higher texture
-size.</tt><tt></tt>
-<p><tt> If you load the _exact_ same image (this means the exact
-same file/path name), then the pix_image has a cache system which means
-that it is only loaded into the</tt>
-<br><tt>computers memory once. However, each pix_image still sends
-its own copy down to the gfx card.</tt><tt></tt>
-<p><tt> You could use a single [pix_image]/[pix_texture] with [separator]
-to do this...I have done it a lot in the past.</tt><tt></tt>
-<p><tt> The reason that [pix_image] doesn't share the actual texture
-data is that you can modify the pixel data with other pix objects...[pix_image]
-doesn't actually send the texture data to the gfx card, [pix_texture] does.</tt>
-<p><img SRC="tribar.gif" height=13 width=561><a href="index.html"></a>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Texture mapping</title> +</head> +<body> + +<center> +<h2> +<u>Texture Mapping</u></h2></center> +<a href="Gloss.html#Texture">Texture mapping</a> is the act of applying +pixel data to a geometric object. In GEM, this is achieved with the +<i>[pix_texture]</i> +object. It is important to understand that the +<i>[pix_texture]</i> +object merely sets the pix as the current texture. It does not do +any rendering! You need to use a geo object which does texture mapping. +All of the basic geo objects can texture map, such as <i>[square]</i> or +<i>[sphere]</i>. +<p><img SRC="tribar.gif" height=13 width=561> +<p>A simple example of texture mapping is the following patch: +<center> +<p><img SRC="texture.jpg" BORDER=1 height=182 width=160></center> + +<p>This patch can be found at 07.texture/01.texture.pd. Change +the number box connected to the rotate object to see what a texture map +on a cube looks like. +<p>The <i>[pix_image]</i> object loads in the fractal image file. The +<i>[pix_texture]</i> +object says that the pix data should be used as a texture map. Notice +that this is different than the previous manual section when we used the +<i>[pix_draw]</i> object. The final object in the chain is the <i>[cube]</i> +object. Because we have enabled texture mapping with the <i>[pix_texture]</i> +object, the cube takes the pix data and applies it to the geometry. +<p><img SRC="tribar.gif" height=13 width=561> +<p>Texture mapping can be used with any GEM object. In the previous +manual section, you saw how to load in pix data with a variety of objects, +including <i>[pix_multiimage]</i> and <i>[pix_video]</i>. All of these +objects can be used with the <i>[pix_texture]</i> object. +<p>Because the pix data is applied to geometry, you can move, rotate, and +scale the image. This is extremely useful on the <i>[square]</i> object. +Instead of doing a one-to-one pixel mapping as occurs with the <i>[pix_draw]</i> +object, you can resize and reshape the image. +<p>OpenGL originally required that images must have dimensions that are power-of-2, such as 64, 128, or 256. This restriction has been released with recent gfx-cards +(like some radeon/nvidia products). +However, if the width or height of an image is not a power of two, +then the <i>[pix_texture]</i> object will take care of this, +and still render it (depending on you hardware with some tricks). +You can thus texture images of any size, but since this is based on tricking +the texture-coordinates, <i>[pix_coordinate]</i> might not give the wanted result any more. +<p><img SRC="tribar.gif" height=13 width=561> +<p>The example patch 07.texture/02.moveImages.pd is a much more complex +patch which uses alpha blending to create a transparent object, in this +case, the dancer. Make sure to turn on the rotation with the <i>[metro]</i> +object. +<p><img SRC="tribar.gif" height=13 width=561><a href="index.html"></a> +<p>People have been asking how textures are handled in GEM. Here +is a long explanation from an email which I wrote. +<p><tt> Here is how textures are dealt with under OpenGL and hardware +accelerators. This can obviously change in the future, but right +now, I am fairly certain that the info is correct (I make games in my day +job, so I have vested interest in this :-)</tt><tt></tt> +<p><tt> The amount of memory (VRAM) on the card (12mb for Voodoo2, +16mb for TNT, 64mb for GeForce2, etc) is used for both textures (TRAM) +and frame buffer space. If you have a large rendering window, like +1600x1200, it will take up 1600x1200x4x3 in 32-bit mode with double buffering +and a Z buffer (or 23mb). Most people run at TV resolution, like +NTSC, so it takes 640x480x4x3 = 3.7mb All of the space left +is for textures onboard the card (FYI, if you have heard that people are +having problems with the PlayStation2, notice that it only has 4mb of VRAM...not +much onboard texture space, huh? :-) Thankfully it has an <i>extremely</i> +fast DMA bus)</tt><tt></tt> +<p><tt> Sooo, when GEM "creates" a texture, it immediately tries +to send the texture to the card, which uses some of the left over space +in the VRAM. If you had a 640x480 window on a Voodoo2, you have ~8mb +of texture space left over. On a GeForce2, ~60mb. The problem +is what happens if you want more textures than can fit into TRAM. +OpenGL requires that the video drivers deal with the problem, so GEM doesn't +care too much (more about this later).</tt><tt></tt> +<p><tt> In most cases, the drivers cache the textures in main memory +and if a texture is requested for rendering and it isn't resident on the +card, it will download it. If you have AGP, then this is pretty quick, +although none of 3dfx cards really take advantage of this (ie, those cards +are about the same speed as the PCI bus). So depending on the number +of textures, and how complex the scene is, you might be able to display +more textures than you have TRAM.</tt><tt></tt> +<p><tt> One slowdown that can happen with GEM is that it makes a +copy of the image before sending it down the chain of objects. If +you are constantly changing images with a pix_multiimage, this can be a +performance hit, but you can modify the actual pixel data with the pix +objects. The pixels aren't sent to the graphics card until the pix_texture +object is reached.</tt><tt></tt> +<p><tt> GEM tries to help with this with a few objects. pix_imageInPlace +acts much the same as pix_multiimage, but it downloads _every_ image in +the sequence to the card when a download message is recieved. It +also immediately turns on texturing, instead of making a copy (ie, you +don't need a pix_texture object). Much faster, but not as flexible. +pix_movie does much the same thing. It sends the pixel data without +copying it if there is a new frame to display.</tt><tt></tt> +<p><tt> The entire pix system uses a caching system so that the copying +and processing only occurs if something actually changes. For example, +if you had a pix_threshold object, it would only process when rendering +started...and every time that the values actually changed. You can +use pix_buf to isolate parts which don't change from those that do, but +it involves another copy.</tt><tt></tt> +<p><tt> On the Voodoo2, the hardware itself limits textures to 256x256...this +will never change. The newest Voodoo5 boards have a higher texture +size.</tt><tt></tt> +<p><tt> If you load the _exact_ same image (this means the exact +same file/path name), then the pix_image has a cache system which means +that it is only loaded into the</tt> +<br><tt>computers memory once. However, each pix_image still sends +its own copy down to the gfx card.</tt><tt></tt> +<p><tt> You could use a single [pix_image]/[pix_texture] with [separator] +to do this...I have done it a lot in the past.</tt><tt></tt> +<p><tt> The reason that [pix_image] doesn't share the actual texture +data is that you can modify the pixel data with other pix objects...[pix_image] +doesn't actually send the texture data to the gfx card, [pix_texture] does.</tt> +<p><img SRC="tribar.gif" height=13 width=561><a href="index.html"></a> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/Utility.html b/Gem/manual/Utility.html index c8f6e17..b2e619e 100644 --- a/Gem/manual/Utility.html +++ b/Gem/manual/Utility.html @@ -1,149 +1,149 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
- <title>Utility objects</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Utility objects</u></h2></center>
-There are a number of objects which were written to make it easier to use
-both GEM and pd. For instance, you often pass around 3 floats at
-a time in GEM, either for position or colors. To help with this,
-there are a collection of vector objects. Use the list below to find
-out about the objects.
-<p>These objects used to be in a separate library called MarkEx, but they
-have now been folded into GEM.
-<p><a href="#counter">counter</a> - count the number of bangs
-<br><a href="#average">average</a> - average a series of numbers together
-<br><a href="#change">change</a> - only output when there is a change in
-the number
-<br><a href="#invert">invert</a> - invert a number
-<br><a href="#randF">randomF/randF</a> - floating point random number
-<br><a href="#tripleLine">tripleLine</a> - line object for 3 values
-<br><a href="#tripleRand">tripleRand</a> - three random numbers
-<br><a href="#vector">vector objects</a> - process a series of numbers
-<br><a href="#hsv2rgb">hsv2rgb and rgb2hsv</a> - convert between RGB and
-HSV color space
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="counter"></a>counter</h3>
-
-<center><img SRC="counter.jpg" BORDER=1 height=85 width=87></center>
-
-<p>The inlets are:
-<br>bang (increment or decrement the counter)
-<br>set direction (1 = count up, 2 = count down, 3 = count up and down)
-<br>set low value
-<br>set hight value
-<br>The outlet is the current count.
-<p>So in this case, the top <i>counter</i> will count up from 1 to 10.
-The bottom <i>counter</i> will count up from 2 to 5.
-<p>The <i>counter</i> also accepts the messages reset and clear.
-Reset immediately sets the counter to its low value and outputs the value.
-The clear message means that the next bang will set the <i>counter</i>
-to its low value.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="average"></a>average</h3>
-The <i>average</i> object just averages a series of numbers as they come
-in. The left inlet accepts a single float. It then outputs
-the current average. The default number of floats to average together
-is 10, but that can be changed by sending a new value to the right inlet.
-<p>The <i>average</i> object also accepts the messages clear and reset.
-Clear will immediately set all of the values that the object has been storing
-for averaging to 0. With the reset message, you must pass in a number
-to set all of the values.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="change"></a>change</h3>
-<i>Change</i> only accepts a number into its left inlet. If the number
-is the same as the last number sent to the <i>change</i> object, then it
-does nothing. If the number is different, then the <i>change</i>
-object will output the new number and store it for the next comparision.
-<p>This object is very useful for the == object and others like it, since
-they send a 0 or a 1 every time they do a comparision, and you usually
-only care when the state actually changes.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="invert"></a>invert</h3>
-The <i>invert</i> object is very simple. If the number sent to its
-left inlet is equal to 0., then <i>invert</i> outputs a 1. If the
-number is not equal to 0., the <i>invert</i> outputs a 0.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="randF"></a>randomF/randF</h3>
-One problem with the <i>random</i> object in pd is that it only sends out
-integers. This a real problem in GEM, where you often want a value
-between 0 and 1. <i>randomF</i> is exactly like the <i>random</i>
-object.
-<p>When the left inlet gets a bang, <i>randomF</i> outputs a random number
-between 0 and the given range. The range can be set with a number
-to the right inlet.
-<p><i>randF</i> is just an alternate name for <i>randomF</i>.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="tripleLine"></a>tripleLine</h3>
-
-<center><img SRC="tripleLine.jpg" BORDER=1 height=92 width=111></center>
-
-<p>The <i>line</i> object is really great for dealing with a single number.
-To do a line with 3 values, like an RGB color value, means that you have
-to unpack, do a <i>line</i>, then repack the number. Not only is
-it a pain, but it expensive computationally.
-<p><i>tripleLine</i> behaves just like the <i>line</i> object, only it
-accepts three numbers to interpolate between. In the example, <i>tripleLine</i>
-will interpolate from the current values to 1., .2, .4 over 1000 milliseconds.
-The default output resolution is 50 milliseconds, which is the same default
-rendering time. Going faster with GEM objects will not produce any
-benefit, unless you increase the frames per second.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="tripleRand"></a>tripleRand</h3>
-
-<center><img SRC="tripleRand.jpg" BORDER=1 height=89 width=149></center>
-
-<p>Just as using <i>tripleLine</i> makes it easier to interpolate between
-3 values at once, <i>tripleRand</i> makes it easy to generate three random
-values. In the above example, when the bang is sent, <i>tripleRand</i>
-will create three values and output them, with the first between 0 - 1,
-the second between 0 - .5, and the third from 0 - .8.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="vector"></a>Vector objects</h3>
-The vector math objects are
-<br><i>vector+ </i>or<i> v+</i>
-<br><i>vector- </i>or<i> v-</i>
-<br><i>vector* </i>or<i> v*</i>
-<br><i>vector/ </i>or<i> v/</i>
-<br>All of the above objects perform math on a list of numbers. The
-left inlet accepts a list of numbers of any length. The right inlet
-accepts a single value, which is the operand for the computation.
-In other words, they work just like the normal *, +, -, and / objects,
-except they can handle more than one number in the left inlet.
-<p>There are two other objects which are also useful.
-<p>The first is <i>vectorabs </i>or<i> vabs</i>. It computes the absolute
-value on a list of numbers.
-<p>The second object is <i>vectorpack </i>or<i> vpack</i>. <i>vpack</i>
-accepts a list of numbers in the left inlet and a single number into the
-right inlet. The output is a single list of numbers that is the vector
-with the single number appended to the end. This is very useful when
-you want to change the time for a <i>tripleLine</i> without unpacking and
-repacking all of the data.<i></i>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="hsv2rgb"></a>hsv2rgb and rgb2hsv</h3>
-These two objects convert three numbers between HSV and RGB color space.
-HSV stands for hue, saturation, and value. The simple way to think
-of HSV space is that hue is the "color", such as red, blue, etc, the saturation
-is how intense the color is, and the value is how bright the color is.
-<p>You can get some really nice effects by varying the hue of a color,
-because the brightness will not change while you do it.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]"> + <title>Utility objects</title> +</head> +<body> + +<center> +<h2> +<u>Utility objects</u></h2></center> +There are a number of objects which were written to make it easier to use +both GEM and pd. For instance, you often pass around 3 floats at +a time in GEM, either for position or colors. To help with this, +there are a collection of vector objects. Use the list below to find +out about the objects. +<p>These objects used to be in a separate library called MarkEx, but they +have now been folded into GEM. +<p><a href="#counter">counter</a> - count the number of bangs +<br><a href="#average">average</a> - average a series of numbers together +<br><a href="#change">change</a> - only output when there is a change in +the number +<br><a href="#invert">invert</a> - invert a number +<br><a href="#randF">randomF/randF</a> - floating point random number +<br><a href="#tripleLine">tripleLine</a> - line object for 3 values +<br><a href="#tripleRand">tripleRand</a> - three random numbers +<br><a href="#vector">vector objects</a> - process a series of numbers +<br><a href="#hsv2rgb">hsv2rgb and rgb2hsv</a> - convert between RGB and +HSV color space +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="counter"></a>counter</h3> + +<center><img SRC="counter.jpg" BORDER=1 height=85 width=87></center> + +<p>The inlets are: +<br>bang (increment or decrement the counter) +<br>set direction (1 = count up, 2 = count down, 3 = count up and down) +<br>set low value +<br>set hight value +<br>The outlet is the current count. +<p>So in this case, the top <i>counter</i> will count up from 1 to 10. +The bottom <i>counter</i> will count up from 2 to 5. +<p>The <i>counter</i> also accepts the messages reset and clear. +Reset immediately sets the counter to its low value and outputs the value. +The clear message means that the next bang will set the <i>counter</i> +to its low value. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="average"></a>average</h3> +The <i>average</i> object just averages a series of numbers as they come +in. The left inlet accepts a single float. It then outputs +the current average. The default number of floats to average together +is 10, but that can be changed by sending a new value to the right inlet. +<p>The <i>average</i> object also accepts the messages clear and reset. +Clear will immediately set all of the values that the object has been storing +for averaging to 0. With the reset message, you must pass in a number +to set all of the values. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="change"></a>change</h3> +<i>Change</i> only accepts a number into its left inlet. If the number +is the same as the last number sent to the <i>change</i> object, then it +does nothing. If the number is different, then the <i>change</i> +object will output the new number and store it for the next comparision. +<p>This object is very useful for the == object and others like it, since +they send a 0 or a 1 every time they do a comparision, and you usually +only care when the state actually changes. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="invert"></a>invert</h3> +The <i>invert</i> object is very simple. If the number sent to its +left inlet is equal to 0., then <i>invert</i> outputs a 1. If the +number is not equal to 0., the <i>invert</i> outputs a 0. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="randF"></a>randomF/randF</h3> +One problem with the <i>random</i> object in pd is that it only sends out +integers. This a real problem in GEM, where you often want a value +between 0 and 1. <i>randomF</i> is exactly like the <i>random</i> +object. +<p>When the left inlet gets a bang, <i>randomF</i> outputs a random number +between 0 and the given range. The range can be set with a number +to the right inlet. +<p><i>randF</i> is just an alternate name for <i>randomF</i>. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="tripleLine"></a>tripleLine</h3> + +<center><img SRC="tripleLine.jpg" BORDER=1 height=92 width=111></center> + +<p>The <i>line</i> object is really great for dealing with a single number. +To do a line with 3 values, like an RGB color value, means that you have +to unpack, do a <i>line</i>, then repack the number. Not only is +it a pain, but it expensive computationally. +<p><i>tripleLine</i> behaves just like the <i>line</i> object, only it +accepts three numbers to interpolate between. In the example, <i>tripleLine</i> +will interpolate from the current values to 1., .2, .4 over 1000 milliseconds. +The default output resolution is 50 milliseconds, which is the same default +rendering time. Going faster with GEM objects will not produce any +benefit, unless you increase the frames per second. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="tripleRand"></a>tripleRand</h3> + +<center><img SRC="tripleRand.jpg" BORDER=1 height=89 width=149></center> + +<p>Just as using <i>tripleLine</i> makes it easier to interpolate between +3 values at once, <i>tripleRand</i> makes it easy to generate three random +values. In the above example, when the bang is sent, <i>tripleRand</i> +will create three values and output them, with the first between 0 - 1, +the second between 0 - .5, and the third from 0 - .8. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="vector"></a>Vector objects</h3> +The vector math objects are +<br><i>vector+ </i>or<i> v+</i> +<br><i>vector- </i>or<i> v-</i> +<br><i>vector* </i>or<i> v*</i> +<br><i>vector/ </i>or<i> v/</i> +<br>All of the above objects perform math on a list of numbers. The +left inlet accepts a list of numbers of any length. The right inlet +accepts a single value, which is the operand for the computation. +In other words, they work just like the normal *, +, -, and / objects, +except they can handle more than one number in the left inlet. +<p>There are two other objects which are also useful. +<p>The first is <i>vectorabs </i>or<i> vabs</i>. It computes the absolute +value on a list of numbers. +<p>The second object is <i>vectorpack </i>or<i> vpack</i>. <i>vpack</i> +accepts a list of numbers in the left inlet and a single number into the +right inlet. The output is a single list of numbers that is the vector +with the single number appended to the end. This is very useful when +you want to change the time for a <i>tripleLine</i> without unpacking and +repacking all of the data.<i></i> +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="hsv2rgb"></a>hsv2rgb and rgb2hsv</h3> +These two objects convert three numbers between HSV and RGB color space. +HSV stands for hue, saturation, and value. The simple way to think +of HSV space is that hue is the "color", such as red, blue, etc, the saturation +is how intense the color is, and the value is how bright the color is. +<p>You can get some really nice effects by varying the hue of a color, +because the brightness will not change while you do it. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +</body> +</html> diff --git a/Gem/manual/WriteCode.html b/Gem/manual/WriteCode.html index d4d0480..1fb8e30 100644 --- a/Gem/manual/WriteCode.html +++ b/Gem/manual/WriteCode.html @@ -1,41 +1,41 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Writing new objects</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Creating new GEM objects</u></h2></center>
-Look at the source code :-) GEM is written in C++, which means that
-you have to jump through some hopes to interact properly with Pd, which
-is written in C. If you look in Base/CPPExtern.h, you will see a
-collection of macros which you can use to help you create new objects.
-Use one of the GEM objects which is closest to what you want to do as a
-template.
-<p>One problem on SGI...you will need to
-<p>setenv LD_LIBRARY_PATH "/where/ever/pd/gem"
-<p>so that rld (the run-time linker) can find the GEM dso. Because
-you are linking with GEM, Pd isn't involved with the run time linking process;
-it is all done when Pd calls dlopen.
-<p>On NT, there is much the same problem...
-<p>set your PATH environment variable to \where\ever\pd\gem
-<p>or
-<p>make sure that your new .dll is located in the same directory where
-GEM is.
-<p>On NT, all of the classes and functions are exported through declexport/declimport.
-You shouldn't have to do anything to call the functions. I have not
-had any problems making other dll's which are loaded into Pd at runtime.
-You need to make certain that you are exporting the correct functions.
-If your dll cannot find the gem.dll, then it will silently fail.
-<p>And of course, e-mail IOhannes m zmölnig (<a href="mailto:zmoelnig@iem.at">zmoelnig@iem.at</a>) if you have any problems,
-questions, or solutions
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Writing new objects</title> +</head> +<body> + +<center> +<h2> +<u>Creating new GEM objects</u></h2></center> +Look at the source code :-) GEM is written in C++, which means that +you have to jump through some hopes to interact properly with Pd, which +is written in C. If you look in Base/CPPExtern.h, you will see a +collection of macros which you can use to help you create new objects. +Use one of the GEM objects which is closest to what you want to do as a +template. +<p>One problem on SGI...you will need to +<p>setenv LD_LIBRARY_PATH "/where/ever/pd/gem" +<p>so that rld (the run-time linker) can find the GEM dso. Because +you are linking with GEM, Pd isn't involved with the run time linking process; +it is all done when Pd calls dlopen. +<p>On NT, there is much the same problem... +<p>set your PATH environment variable to \where\ever\pd\gem +<p>or +<p>make sure that your new .dll is located in the same directory where +GEM is. +<p>On NT, all of the classes and functions are exported through declexport/declimport. +You shouldn't have to do anything to call the functions. I have not +had any problems making other dll's which are loaded into Pd at runtime. +You need to make certain that you are exporting the correct functions. +If your dll cannot find the gem.dll, then it will silently fail. +<p>And of course, e-mail IOhannes m zmölnig (<a href="mailto:zmoelnig@iem.at">zmoelnig@iem.at</a>) if you have any problems, +questions, or solutions +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> diff --git a/Gem/manual/index.html b/Gem/manual/index.html index 6d67068..c6739d5 100644 --- a/Gem/manual/index.html +++ b/Gem/manual/index.html @@ -1,67 +1,67 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks; IOhannes m zmönig">
- <title>Gem Manual</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>GEM Manual</u></h2></center>
-
-<center><img SRC="redSquare.jpg" ALT="a simple patch" BORDER=2 height=138 width=91></center>
-
-<p>This is the first attempt at a manual for GEM, so bear with me.
-Any comments are appreciated. Send them to <a href="mailto:mark@danks.org">Mark Danks</a>
-<hr>
-In fact, this ought to be the second attempt at such a manual. There will not be much now.
-But send any comments to <a href="mailto:zmoelnig@iem.at">IOhannes m zmölnig</a> instead.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="Intro.html">Introduction</a>
-<br> An introduction to GEM and what you can do with
-it. The general system requirements are also described here.
-<p><a href="GemWPd.html">Using GEM with Pd</a>
-<br> How to use GEM with Pd. This includes how
-to start Pd so that the GEM library is loaded and working properly.
-<p><a href="BasicObj.html">Basic objects</a>
-<br> The basic objects that GEM has. This section
-shows you how to create a simple patch.
-<p><a href="Images.html">Images</a>
-<br> Using images is an important part of GEM. Here you
-will load in images and learn the basics of dealing with images.
-<p><a href="Texture.html">Texture mapping</a>
-<br> Loading in images is only one part. Applying
-those images to 3-D shapes is called texture mapping.
-<p><a href="Pixes.html">Pixes (image processing)</a>
-<br> Once you have texture mapped the images, you will
-probably want to process and change them in response to user interaction.
-The <i>pix</i> objects provide this functionality.
-<p><a href="Lighting.html">Lighting</a>
-<br> Shading and lighting are easy with the lighting
-objects.
-<p>Particles
-<br> Particle systems can create effects such as smoke,
-fire, and water.
-<p><a href="Utility.html">Utility objects</a>
-<br> To help you deal with the data which GEM uses, there
-are a number of utility objects.
-<p>Input devices
-<br> GEM provides interaction with the mouse and other
-input devices.
-<p>Advanced
-<br> Now that you know all about the other objects, here
-are a few of the more advanced ones.
-<p><a href="WriteCode.html">Writing new objects</a>
-<br> How to write new objects for GEM.
-<p><a href="GemFaq.html">FAQ</a>
-<br> Frequently asked questions about GEM.
-<p><a href="ListObjects.html">List of Objects</a>
-<br> All of the objects in GEM with a very brief description..
-<p><a href="Gloss.html">Glossary/Index</a>
-<br> A collection of definitions and links to explanations.
-<p><img SRC="tribar.gif" height=13 width=561>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks; IOhannes m zmönig"> + <title>Gem Manual</title> +</head> +<body> + +<center> +<h2> +<u>GEM Manual</u></h2></center> + +<center><img SRC="redSquare.jpg" ALT="a simple patch" BORDER=2 height=138 width=91></center> + +<p>This is the first attempt at a manual for GEM, so bear with me. +Any comments are appreciated. Send them to <a href="mailto:mark@danks.org">Mark Danks</a> +<hr> +In fact, this ought to be the second attempt at such a manual. There will not be much now. +But send any comments to <a href="mailto:zmoelnig@iem.at">IOhannes m zmölnig</a> instead. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="Intro.html">Introduction</a> +<br> An introduction to GEM and what you can do with +it. The general system requirements are also described here. +<p><a href="GemWPd.html">Using GEM with Pd</a> +<br> How to use GEM with Pd. This includes how +to start Pd so that the GEM library is loaded and working properly. +<p><a href="BasicObj.html">Basic objects</a> +<br> The basic objects that GEM has. This section +shows you how to create a simple patch. +<p><a href="Images.html">Images</a> +<br> Using images is an important part of GEM. Here you +will load in images and learn the basics of dealing with images. +<p><a href="Texture.html">Texture mapping</a> +<br> Loading in images is only one part. Applying +those images to 3-D shapes is called texture mapping. +<p><a href="Pixes.html">Pixes (image processing)</a> +<br> Once you have texture mapped the images, you will +probably want to process and change them in response to user interaction. +The <i>pix</i> objects provide this functionality. +<p><a href="Lighting.html">Lighting</a> +<br> Shading and lighting are easy with the lighting +objects. +<p>Particles +<br> Particle systems can create effects such as smoke, +fire, and water. +<p><a href="Utility.html">Utility objects</a> +<br> To help you deal with the data which GEM uses, there +are a number of utility objects. +<p>Input devices +<br> GEM provides interaction with the mouse and other +input devices. +<p>Advanced +<br> Now that you know all about the other objects, here +are a few of the more advanced ones. +<p><a href="WriteCode.html">Writing new objects</a> +<br> How to write new objects for GEM. +<p><a href="GemFaq.html">FAQ</a> +<br> Frequently asked questions about GEM. +<p><a href="ListObjects.html">List of Objects</a> +<br> All of the objects in GEM with a very brief description.. +<p><a href="Gloss.html">Glossary/Index</a> +<br> A collection of definitions and links to explanations. +<p><img SRC="tribar.gif" height=13 width=561> +<br> +</body> +</html> diff --git a/Gem/pix_drum.pd_darwin b/Gem/pix_drum.pd_darwin Binary files differindex aa278fe..0b6deb9 100755 --- a/Gem/pix_drum.pd_darwin +++ b/Gem/pix_drum.pd_darwin diff --git a/Gem/pix_fiducialtrack.pd_darwin b/Gem/pix_fiducialtrack.pd_darwin Binary files differindex 565cb19..7e4e233 100755 --- a/Gem/pix_fiducialtrack.pd_darwin +++ b/Gem/pix_fiducialtrack.pd_darwin diff --git a/Gem/pix_hit.pd_darwin b/Gem/pix_hit.pd_darwin Binary files differindex 1d5aa37..8fd8140 100755 --- a/Gem/pix_hit.pd_darwin +++ b/Gem/pix_hit.pd_darwin diff --git a/Gem/pix_mano.pd_darwin b/Gem/pix_mano.pd_darwin Binary files differindex 4c83115..8faded6 100755 --- a/Gem/pix_mano.pd_darwin +++ b/Gem/pix_mano.pd_darwin diff --git a/Gem/rgb2hsv-help.pd b/Gem/rgb2hsv-help.pd index 1d8b9a8..f4f45aa 100644 --- a/Gem/rgb2hsv-help.pd +++ b/Gem/rgb2hsv-help.pd @@ -1,21 +1,21 @@ -#N canvas 172 190 600 500 10;
-#X text 124 68 GEM object;
-#X text 138 23 rgb2hsv;
-#X text 89 388 convert between RGB colorspace and HSV colorspace;
-#X text 91 412 RGB is red \, green \, blue;
-#X text 91 434 HSV is hue \, saturation \, value (luminance);
-#X obj 123 220 rgb2hsv;
-#X msg 122 156 1 0 0;
-#X msg 357 160 0 1 1;
-#X obj 123 299 print hsv;
-#X obj 357 303 print rgb;
-#X obj 357 226 hsv2rgb;
-#X msg 414 159 0.6 1 0.5;
-#X msg 185 155 0 0.2 0.5;
-#X text 215 21 hsv2rgb;
-#X connect 5 0 8 0;
-#X connect 6 0 5 0;
-#X connect 7 0 10 0;
-#X connect 10 0 9 0;
-#X connect 11 0 10 0;
-#X connect 12 0 5 0;
+#N canvas 172 190 600 500 10; +#X text 124 68 GEM object; +#X text 138 23 rgb2hsv; +#X text 89 388 convert between RGB colorspace and HSV colorspace; +#X text 91 412 RGB is red \, green \, blue; +#X text 91 434 HSV is hue \, saturation \, value (luminance); +#X obj 123 220 rgb2hsv; +#X msg 122 156 1 0 0; +#X msg 357 160 0 1 1; +#X obj 123 299 print hsv; +#X obj 357 303 print rgb; +#X obj 357 226 hsv2rgb; +#X msg 414 159 0.6 1 0.5; +#X msg 185 155 0 0.2 0.5; +#X text 215 21 hsv2rgb; +#X connect 5 0 8 0; +#X connect 6 0 5 0; +#X connect 7 0 10 0; +#X connect 10 0 9 0; +#X connect 11 0 10 0; +#X connect 12 0 5 0; |