- Reestructuración de ficheros y directorios general
- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
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Gem/examples/04.pix/04.ImageInPlace.pd
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Gem/examples/04.pix/04.ImageInPlace.pd
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#N canvas 314 61 654 599 12;
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#X msg 489 227 1;
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#X msg 489 259 0;
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#X obj 375 254 gemhead;
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#X msg 488 190 2;
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#X text 254 156 select one of the three images to display;
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#X obj 375 308 pix_imageInPlace;
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#X msg 121 288 download;
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#X msg 124 318 purge;
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#X obj 375 367 square;
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#X text 206 20 display images use pix_imageInPlace;
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#X text 64 389 pix_imageInPlace is slightly different than pix_multiimage.
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When you select an image to display with pix_multiimage \, it copies
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over the image data to the pix_buffer \, which is then used by pix_texture.
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;
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#X text 62 451 This is potentially slow if you are trying to change
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between a lot of images \, but it doesn't use a lot of texture ram.
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;
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#X text 62 503 pix_imageInPlace sends all of the image data to texture
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RAM when the preload message is received. This means that you cannot
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process any of the pixel data \, but it is extremely quick to change
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between the various images.;
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#X msg 119 255 preload ../data/temp*.JPG 2;
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#X obj 20 69 cnv 15 220 70 empty empty empty 20 12 0 14 -195568 -66577
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0;
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#N canvas 0 22 454 304 gemwin 0;
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#X obj 132 136 gemwin;
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#X obj 67 89 outlet;
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#X obj 67 10 inlet;
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#X obj 67 41 route create;
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#X msg 67 70 set destroy;
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#X msg 182 68 set create;
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#X msg 132 112 create \, 1;
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#X msg 238 112 destroy;
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#N canvas 87 154 247 179 Gem.init 0;
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#X obj 118 46 loadbang;
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#X msg 118 81 reset;
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#X obj 118 113 outlet;
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#X connect 0 0 1 0;
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#X connect 1 0 2 0;
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#X restore 289 80 pd Gem.init;
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#X connect 2 0 3 0;
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#X connect 3 0 4 0;
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#X connect 3 0 6 0;
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#X connect 3 1 5 0;
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#X connect 3 1 7 0;
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#X connect 4 0 1 0;
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#X connect 5 0 1 0;
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#X connect 6 0 0 0;
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#X connect 7 0 0 0;
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#X connect 8 0 0 0;
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#X restore 25 113 pd gemwin;
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#X msg 25 89 create;
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#X text 21 69 Create window and render;
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#X connect 0 0 5 1;
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#X connect 1 0 5 1;
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#X connect 2 0 5 0;
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#X connect 3 0 5 1;
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#X connect 5 0 8 0;
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#X connect 6 0 5 0;
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#X connect 7 0 5 0;
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#X connect 13 0 5 0;
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#X connect 15 0 16 0;
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#X connect 16 0 15 0;
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