• 60hz

    If you want puredata vanilla solution to build by yourself, check the help of [tabwrite~]

    Otherwise, many libraries have differents scope like cyclone or ceammc...

    posted in pixel# read more
  • 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    Note that this method is obsolete in recent openGl, and a better solution should be to use glsl and vertex shader instead.

    drawmode.zip

    Example:
    Capture d’écran 2023-01-09 à 00.36.20.png

    posted in extra~ read more
  • 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].

    posted in technical issues read more
  • 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]

    posted in technical issues read more
  • 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)

    boids2d_clone_gem_example.zip

    posted in technical issues read more
  • 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.zip

    You might need to install wiring pi on Raspberry... and run pd as root

    posted in technical issues read more
  • 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.

    Capture d’écran 2023-01-02 à 19.41.50.png

    posted in technical issues read more
  • 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:
    Capture d’écran 2022-12-23 à 19.26.08.png

    https://github.com/uliss/pure-data

    posted in news read more
  • 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.

    posted in patch~ read more
  • 60hz

    Yeah, I tried already but that's not the problem. And for example Bokeh works with the same line...

    posted in patch~ read more

Internal error.

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