aboutsummaryrefslogtreecommitdiff
path: root/Gem/manual/Images.html
diff options
context:
space:
mode:
Diffstat (limited to 'Gem/manual/Images.html')
-rw-r--r--Gem/manual/Images.html224
1 files changed, 112 insertions, 112 deletions
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>