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#N canvas 0 0 889 703 10;
#X obj 92 298 gemwin;
#X obj 399 302 gemhead;
#X obj 151 557 pix_texture;
#X obj 151 589 rectangle 4 4;
#X obj 501 531 pdp_glx;
#X msg 546 478 create;
#X msg 546 502 destroy;
#X obj 399 436 pix_2pdp;
#X obj 399 379 t a b;
#X obj 399 345 pix_film;
#X floatatom 466 331 5 0 1000 0 - - -;
#X msg 466 275 set open \$1;
#X text 507 331 <- frame;
#X obj 466 252 openpanel;
#X obj 466 232 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
-1;
#X msg 466 300 open ../examples/Gem/data/homer.avi
;
#X msg 92 251 create \, 1;
#X msg 104 273 0 \, destroy;
#X text 90 229 Gem Control:;
#X text 382 273 Gem input:;
#X text 446 379 <- so you can trigger pdp automatically each frame
;
#X text 462 441 pdp outlet;
#X text 322 441 Gem outlet;
#X obj 151 528 spigot;
#X obj 188 508 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 0
1;
#X text 210 514 chain to save CPU;
#X obj 429 407 spigot;
#X obj 480 408 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 0
1;
#X text 502 408 <- turn on/off pdp processing;
#X text 210 499 cut Gem render-;
#X obj 501 572 pdp_rec~;
#X text 499 592 (record a gem-pix !!!);
#X text 45 321 (Gem rendering must be on \,;
#X text 47 335 but you can cut the Gem;
#X text 48 348 render-chain after pix_2pdp;
#X text 46 362 and hide the Gem-window;
#X text 46 376 to save CPU !);
#X text 264 667 =%)!(%= (c) Georg Holzmann <grh@mur.at> \, 2005 =%)!(%=
;
#X text 27 79 pix_2pdp captures the contents of a Gem pix and transforms
it to a PDP packet with almost no cpu power. So it's possible to convert
from Gem to PDP to Gem to PDP to ... if you use the Gem pix objects!
;
#X text 490 77 So what can you do with it?;
#X text 503 96 - use pix_video/pix_2pdp for firewire input in PDP;
#X text 503 111 - use pix_2pdp/pdp_rec~ to record Gem pixes;
#X text 503 125 - maybe switch between Gem and PDP all the time;
#X text 503 140 - ...;
#X text 395 25 pix_2pdp;
#X msg 276 180 colorspace YUV;
#X msg 276 225 colorspace RGBA;
#X msg 276 202 colorspace Gray;
#X text 382 181 <- use YUV if possible to be fast;
#X obj 276 158 loadbang;
#X connect 1 0 9 0;
#X connect 2 0 3 0;
#X connect 5 0 4 0;
#X connect 6 0 4 0;
#X connect 7 0 23 0;
#X connect 7 1 4 0;
#X connect 7 1 30 0;
#X connect 8 0 7 0;
#X connect 8 1 26 0;
#X connect 9 0 8 0;
#X connect 10 0 9 1;
#X connect 11 0 15 0;
#X connect 13 0 11 0;
#X connect 14 0 13 0;
#X connect 15 0 9 0;
#X connect 16 0 0 0;
#X connect 17 0 0 0;
#X connect 23 0 2 0;
#X connect 24 0 23 1;
#X connect 26 0 7 0;
#X connect 27 0 26 1;
#X connect 45 0 9 0;
#X connect 46 0 9 0;
#X connect 47 0 9 0;
#X connect 49 0 45 0;