<!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>