-
60hz
Here is a Gem abstraction I made to turn any model to point, and change point size.
I guess that if you import any volumetric 3d model in Gem using [model] then you can display it as point cloud.Note that this method is obsolete in recent openGl, and a better solution should be to use glsl and vertex shader instead.
Example:
-
60hz
Note that when you change [boids2d 15] to [boids2d 115], it will reset the object to default state so you need to send all messages data again, so you can simply use the bang in [pd init].
-
60hz
@atux said:
canvas.top
... couldn't create-> This is my fault, and it's not an important issue... I fixed it in zip.
If you need more boids number like 115, you also need to change [clone myboid 15] to [clone myboid 115]
-
60hz
It works for me, but you certainly need to refresh the [number 15( message AFTER create the [pd boid] subpatches creation.
Also, here is a better version using [clone] object that has been part of puredata and makes the design more convienient.
(Note that boids Gem examples need [poltocar] object fom cyclone to work well)
-
60hz
Last time I tried gpio I was using the (deprecated) wiring pi gpio externals.
Here is a compiled one, I don't know if it's ok on last Raspbian.
wiringPi_gpio.zipYou might need to install wiring pi on Raspberry... and run pd as root
-
60hz
@atux You need to manually add number in [route] and connect them to duplicated [pd boid] subpatch in [gem_example]
A better way would be to use [clone] and create an abstration with [pd boids] content.
-
60hz
Not sure if faustgen~ is still maintained.
But you can find [lang.faust~] from ceammc lib that works well.
Also there is [ui.faust~] in the same lib who add a UI to the object:
-
60hz
I tried on a Intel Imac, same problems with same shaders.
Now, I tried on a windows 10 machine... same problems again, only same 3 shaders works (like Bokeh)..For bleach, the error is different from apple:
ofShader: setupShaderFromSource(): GL_FRAGMENT_SHADER shader failed to compile : ofShader: GL_FRAGMENT_SHADER shader reports: Fragment shader failed to compile with the following errors: ERROR: error(#60) Unknown char: "" ERROR: error(#273) 1 compilation errors. No code generated : //fragment program uniform sampler2D Tex0; uniform float GaussianBlur_Radius; const float total = (1. + 8. + 28. + 56.) * 2. + 70.; void main(void) { vec2 st = gl_TexCoord[0].st; vec4 color = vec4(0.0,0.0,0.0,0.0); color += (1. / total) * texture2D(Tex0, st - GaussianBlur_Radius * vec2(4. / 4., 0.)); color += (8. / total) * texture2D(Tex0, st - GaussianBlur_Radius * vec2(3. / 4., 0.)); color += (28. / total) * texture2D(Tex0, st - GaussianBlur_Radius * vec2(2. / 4., 0.)); color += (56. / total) * texture2D(Tex0, st - GaussianBlur_Radius * vec2(1. / 4., 0.)); color += (70. / total) * texture2D(Tex0, st); color += (1. / total) * texture2D(Tex0, st + GaussianBlur_Radius * vec2(4. / 4., 0.)); color += (8. / total) * texture2D(Tex0, st + GaussianBlur_Radius * vec2(3. / 4., 0.)); color += (28. / total) * texture2D(Tex0, st + GaussianBlur_Radius * vec2(2. / 4., 0.)); color += (56. / total) * texture2D(Tex0, st + GaussianBlur_Radius * vec2(1. / 4.,ofShader: checkProgramLinkStatus(): program failed to link
ofShader: ofShader: program reports:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.