Commit fe8d7345 authored by IOhannes m zmölnig's avatar IOhannes m zmölnig
Browse files

fixing typos

parent cc0d464a
......@@ -61,7 +61,7 @@
#X text 505 77 open a supported;
#X text 506 88 movie-clip;
#X text 523 114 macOS: quicktime;
#X text 516 104 windos: *.AVI;
#X text 516 104 MS Windows: *.AVI;
#X text 523 124 linux: depends...;
#X floatatom 463 190 3 0 100 2 threshold - -;
#X obj 463 207 / 100;
......@@ -387,7 +387,7 @@
#X restore 541 301 pd showblobs;
#X text 17 78 [pix_blobtracker] is able to detect multiple blobs within
an image and tries to keep track of which blob is which to keep indices
consistant while the blobs are moving.;
consistent while the blobs are moving.;
#X text 16 127 [pix_blobtracker] is an abstraction based on [pix_multiblob]
for blob-detection and some mtx-objects from "iemmatrix" (which you
need to have installed on your system!) to do the actual tracking.
......
......@@ -68,7 +68,7 @@ trace of the result!;
#X restore 61 221 pd mtx_rowpermutate;
#X text 34 383 this algorithm is _far_ from being perfect! the [mtx_rowpermutate]
does not really guarantee that the trace of the result is a global
mimimum \; if it is not \, than the match will be sub-optimal! this
minimum \; if it is not \, than the match will be sub-optimal! this
will be even worse \, if there are several _equal_ (sub)minima in the
distance-matrix.;
#X text 158 194 greater distances have an extra penalty (^2) \; is
......
......@@ -54,7 +54,7 @@ buffer.;
in the [pix_buffer] object \, starting at an (optional) bufferindex
(defaults to 0). The film is read as fast as possible and the entire
film is read \, so you might get clicks.;
#X text 13 151 This object is meant to be used at initialzation time.
#X text 13 151 This object is meant to be used at initialization time.
;
#X text 26 280 Inlet 1: message: open <filename> <bufferindex>: read
a filename into buffer starting at index.;
......
......@@ -77,7 +77,7 @@ ID has changed \, we trigger the linking of the 2 modules;
#X text 264 441 order of module IDs does not matter...;
#X text 96 487 after linking \, click "print" to get some info about
the compiled shader program;
#X text 330 550 the Toon-shader has a unifom variable "Phong" (see
#X text 330 550 the Toon-shader has a uniform variable "Phong" (see
"print") \, which we can change to modify the effect.;
#X text 213 264 pd's search path is searched for the given filename
\; just add the examples/data folder to your path options and this
......
......@@ -54,7 +54,7 @@ similar to combining [separator] and [pix_separator]. (cc);
#X obj 199 312 spigot 0;
#X obj 278 276 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0
1;
#X text 311 274 <- if you reset the random at the begining of each
#X text 311 274 <- if you reset the random at the beginning of each
frame \, then all frames look the same.;
#X obj 21 101 scaleXYZ 1 1 1;
#X floatatom 52 80 5 0 0 0 - - -;
......
......@@ -35,7 +35,7 @@ it to the corresponding primitives;
#X text 397 502 <- size of the system;
#X msg 15 164 F \, [ \, - \, F \, ] \, F \, [ \, + \, F \, ] \, F;
#X text 12 640 This is a basic implementation of Lindenmayer System
(LSystem) in GEM. Wikipedia is a good place for informations about
(LSystem) in GEM. Wikipedia is a good place for information about
Lsystems;
#X obj 15 351 gemlist;
#X obj 47 110 s \$0-gemlist;
......
......@@ -19,7 +19,7 @@ or less) native color-space. most of the times \, this will probably
be not RGBA but RGB or BGR (on windows machines).;
#X text 48 153 do not worry about this. however \, most of the pix-manips
will only work correctly on RGBA-pixes. if this is the case and you
send it a non-RGBA pixture it will say something like "pix_object cannot
send it a non-RGBA picture it will say something like "pix_object cannot
handle gray image".;
#X text 49 226 to avoid this \, you can convert your pix-buff to RGBA
using "pix_rgba". this will be a no-cost operation if the pix_buf already
......@@ -80,7 +80,7 @@ very fast.;
#X restore 25 93 pd gemwin;
#X msg 25 69 create;
#X text 21 49 Create window and render;
#X text 358 91 linux \, os-X:;
#X text 358 91 linux \, OSX:;
#X text 363 140 linux \, ??:;
#X obj 345 181 t a;
#X msg 410 207 open \$1;
......
......@@ -6,7 +6,7 @@
#X obj 149 343 loadbang;
#X text 101 487 maybe have a look at;
#X text 101 24 pix_set;
#X text 246 23 set the pixles of the image;
#X text 246 23 set the pixels of the image;
#X msg 279 165 rgb;
#X msg 279 141 rgba;
#X msg 279 189 grey;
......
......@@ -86,7 +86,7 @@
#X text 26 39 pix1;
#X text 176 269 pix2;
#X obj 350 56 symbol;
#X text 99 232 we need an alpha componenct for 'composite';
#X text 99 232 we need an alpha component for 'composite';
#X text 85 115 [pix_add] and friends will overwrite the original (left)
image with the blend. [pix_buf] holds a local copy of the original
image and will refresh the output when banged.;
......
......@@ -20,7 +20,7 @@
#X text 632 121 color-wise factor;
#X text 103 453 using [pix_gain] is probably very expensive (since
it does operations on your CPU). Try using [color] if your card has
openGL-hw-accleration...;
openGL-hardware-acceleration...;
#X obj 20 69 cnv 15 220 70 empty empty empty 20 12 0 14 -195568 -66577
0;
#N canvas 0 22 454 304 gemwin 0;
......
......@@ -45,7 +45,7 @@ pix (where you can apply effects and all kind of weird things);
#X text 562 308 fetch framebuffer-pix;
#X text 535 379 apply some nifty FX;
#X text 73 597 note \, that there are more efficient ways to apply
FX to framebuffers (noteably openGL-shaders: see examples/10.glsl/
FX to framebuffers (notably openGL-shaders: see examples/10.glsl/
for more information);
#X obj 425 358 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1
1;
......
......@@ -60,7 +60,7 @@
#X text 485 241 - space bar add a space...;
#X text 485 251 - enter reset all;
#X text 520 283 purpose :;
#X text 495 299 - orginally design to drive a LED matrix;
#X text 495 299 - originally design to drive a LED matrix;
#X msg 260 298 roi \$1 \$2 \$3 \$4;
#X obj 260 211 t f f;
#X obj 260 253 pack 0 0 0 8;
......
......@@ -13,7 +13,7 @@ on the fly;
#X text 42 447 upper-picture;
#X text 198 448 lower-picture;
#X text 38 465 NO transformation;
#X text 198 467 RTX-tranformed;
#X text 198 467 RTX-transformed;
#X text 46 24 =======;
#X text 380 248 lock time on x-axis;
#X text 376 272 lock x on x-axis;
......
......@@ -33,7 +33,7 @@
#X text 201 238 (it change even after a new gemhead \, this is not
very intuitive);
#X text 323 283 <- continue the render chain. The gemhead did not start
a new gemchain \, because it is banged during a frambuffer rendering
a new gemchain \, because it is banged during a framebuffer rendering
;
#X text 113 10 This example show how to draw multiples gemhead in a
single framebuffer;
......
......@@ -41,7 +41,7 @@
#X msg 292 277 0.1;
#X obj 74 428 pix_image img3.jpg;
#X text 69 627 this shader create a dirty pseudo random value \, and
move all vertices separatly;
move all vertices separately;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 118 46 loadbang;
#X msg 118 81 reset;
......
......@@ -72,7 +72,7 @@
#X obj 220 569 loadbang;
#X obj 716 388 loadbang;
#X obj 687 229 gemhead 22;
#X text 187 360 2) change shader texuinit;
#X text 187 360 2) change shader texunit;
#X msg 482 320 open img2.jpg;
#X obj 463 349 pix_image img2.jpg;
#X obj 687 346 pix_image img3.jpg;
......
......@@ -59,7 +59,7 @@
#X obj 907 285 loadbang;
#X obj 919 379 loadbang;
#X obj 890 220 gemhead 22;
#X text 187 360 2) change shader texuinit;
#X text 187 360 2) change shader texunit;
#X msg 685 311 open img2.jpg;
#X obj 666 340 pix_image img2.jpg;
#X obj 890 337 pix_image img3.jpg;
......
......@@ -132,12 +132,12 @@ for crossfading);
#X connect 6 0 4 0;
#X connect 7 0 6 0;
#X restore 106 559 pd onebang;
#X text 206 357 <- 2 : test differents mix;
#X text 206 357 <- 2 : test different mix;
#X obj 459 167 pix_resize 512 512;
#X obj 279 167 pix_resize 234 543;
#X obj 279 147 pix_image img3.jpg;
#X obj 459 147 pix_image img2.jpg;
#X text 292 186 images have diferents sizes;
#X text 292 186 images have different sizes;
#X msg 139 507 mix_factor \$1;
#X obj 37 646 square 4;
#X connect 0 0 61 0;
......
......@@ -36,7 +36,7 @@
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X restore 373 156 pd init;
#X text 6 4 first input \, render whatever in a frambuffer;
#X text 6 4 first input \, render whatever in a framebuffer;
#X obj 691 357 loadbang;
#X obj 42 222 pix_image img1.jpg;
#X obj 42 54 gemhead 11;
......@@ -225,7 +225,7 @@
#X msg 141 88 K1 \$1;
#X text 183 69 change effect;
#X text 347 1 second input : same as 1st.;
#X text 7 22 put framebuffer as texunit 1 \, for futur use;
#X text 7 22 put framebuffer as texunit 1 \, for future use;
#X text 348 17 render an image in framebuffer.;
#X text 350 31 put framebuffer in texunit 2;
#X text 632 8 finally :;
......@@ -235,7 +235,7 @@
#X msg 449 98 K \$1;
#X msg 449 58 0.1;
#X text 161 433 <-------------------;
#X text 569 442 draw the final frambuffer (without shader);
#X text 569 442 draw the final framebuffer (without shader);
#X obj 671 335 rotateXYZ -20 0 0;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 58 46 loadbang;
......
......@@ -39,15 +39,15 @@
#X obj 28 388 pix_image img1.jpg;
#X msg 46 363 open img2.jpg;
#X text 137 11 This patch need a glsl 3 compliant hardware;
#X text 26 535 draw an image in a frambuffer;
#X text 26 535 draw an image in a framebuffer;
#X text 49 274 this configuration is very important to have full hardware
support for vertex texture fetching;
#X text 306 603 this example uses the framebuffer image in the vertex
shader in the same way you can do in the pixel shader. This is only
possible in this specific configuration (it's a hardware limitation)
;
#X text 137 56 (nvidia 7000 and 8000 serie should work \, ati X1000
serie does not \, but later should);
#X text 137 56 (nvidia 7000 and 8000 series should work \, ati X1000
series does not \, but later should);
#X obj 504 579 mesh_square 200;
#X text 138 28 As in 2007 \, only good (and new) graphic cards are
able to run this patch.;
......
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