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vs-decimate-gui.pd
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vs-decimate-gui.pd
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#X obj 95 337 phasor~;
#X text 554 422 Derek Holzer;
#X text 554 471 [email protected];
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#X text 554 446 Helsinki May 2019;
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#X text 67 58 1) X axis signal;
#X text 67 78 2) Y axis signal;
#X text 67 96 3) Z axis signal (ignore for 2D vectors);
#X text 67 232 1) X axis signal;
#X text 67 252 2) Y axis signal;
#X text 67 270 3) Z axis signal (ignore for 2D projection);
#X text 67 288 4) Brightness signal;
#X text 67 114 4) Brightness signal (0-1);
#X text 43 39 INLETS;
#X text 42 202 OUTLETS;
#X text 33 413 Smoothing slews the points into lines \, and blanking
controls the intensity of the beam in between the points. Phase can
adjust the position of the points respective to the start of the ramp.
;
#X text 34 322 [vs-decimate-gui] reduces a continuous vector signal
to points. These points can be multiples of the ramp used to draw a
2D or 3D shape \, if the same ramp is sent to the 5th inlet of the
abstracton. The multiples ramp could also come from a master clock
\, in the case of a multiplexing patch for example. Or an arbitrary
signal can be used \, such as the noise clock shown here.;
#X text 67 134 5) Decimate signal (0-1);
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