Development log

Code, tricks, quick technical ideas, recipes, progress reports, bash, ffmpeg and more…

notes on hypersexualised/pornified programming of male (and female) mind

Warning: this is mainly short brainstorm about possible future projects. And it’s nothing new. Isn’t it?

Perhaps Crucial Pink & Interface Fractures IV projects can hold hands at the research question: how to realy deal with programming of male mind that creates an addiction to pornography or with lesser effect at least to sexist imagery of hypersexualized female bodies? How do survive it, re-program that male mind, without resorting to denial and repression of desire and/or pleasure?

Does Foucault understanding of pleasure give any clues? Do Deleuze&Guattari’s philosophies of desire?

Personally I see a way of creative/artistic exploration of these issues through queer-ing of male body. Accepting the desire/pleasure of female dresses, underwear, as part of performing a wierd queer subjectivity through live-art sound and video… writing, finding words of pleasure and containment, of enprisonment of one male’s desire and pleasure into pre-shaped images, clips, fetishes.

This is recurring and ongoing. It has to be faced and explored and expressed somewhat.

textures & power of 2

In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such.Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported.Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs?What advantages do non-power-of-two textures have, if any?Are there large populations of desktop users who don’t have cards that support non-power-of-two textures?

ANSWER: (2015)

power of 2 textures increase performance about 30% for any type of GPU not only old GPUs (30% faster is the difference between a high end GPU and an average one) they take 30% more ram but less vram is needed they increase quality by providing proper texture size for specific distance it works like anti-aliasing for textures dark line artifact should be handled by game engines and aaa engines handle them fine

Source: opengl – why would you use textures that are not a power of 2? – Game Development Stack Exchange

Line of purples – Wikipedia, the free encyclopedia

In color theory, the line of purples or the purple boundary is the locus on the edge of the chromaticity diagram between extreme spectral red and violet. Except for the endpoints, colors on the line of purples are not spectral. Line-of-purples colors and spectral colors are the only ones which are considered fully saturated in the sense that for any given point on the line of purples there exists no color involving a mixture of red and violet that is more saturated than it. There is no monochromatic light source able to generate a purple color. Instead, every color on the line of purples is produced by mixing a unique ratio of fully saturated red and fully saturated violet, at the extreme points of visibility on the spectrum of pure hues.

Unlike spectral colors (which may be implemented, for example, by nearly monochromatic light of laser, with precision much finer than human chromaticity resolution), colors on the line of purples are more difficult to implement practically. Cones’ sensitivity to both of the spectral colors at the opposite extremes of what the human eye can see is quite low (see luminosity function), so commonly observed purple colors do not achieve a high level of brightness.

The line of purples, a theoretical boundary of chromaticity, should not be confused with “purples“, a more general color term which also refers to less than fully saturated colors (see variations of purple and variations of pink for possible examples) which form an interior of a triangle between white and the line of purples in the CIE chromaticity diagram.

Source: Line of purples – Wikipedia, the free encyclopedia

processing applet on desired monitor

An example how to control on which monitor does processing applet (sketch output window) appear if you’re using multi-head setup:

multitouch with dual head/monitor Xorg

Having a multi-touch monitor (DELL P2314T) together with another non-multi-touch output confuses (in my case) the pointer maping – in other words, the pointer (mouse) is not where you touch the screen.

1) Make sure the touch screen is the leftmost monitor. Seems like offset-ing the pointer with xinput does not work (and something is buggy here), but scaling does. Actually that is not entirely true: offseting works with xinput, but in the case of multi-touch screen not being left-most the pointer is thrown to the rightmost pixel on X-axis the moment it’s supposed to appear on the multi-touch screen (this is true only for MT input, not for the actual mouse). If the touch-screen the leftmost, there’s no need to do offset, just proper scaling.

2) use xinput’s “Coordinate Transformation Matrix” to ‘remap’ it correctly:


and here’s a simple /etc/X11/xorg.conf:

SuperCollider GUI – tabs proof of concept

These are very newbie baby steps in the construction of a something bigger, a powerful flexible interface for a touch-screen device. Novels are being written one word at the time, right?

The following is a snippet of code that I needed to write in order to test a TABs-like behaviour in SuperCollider QT GUI system. Essentially, I was curious if it’s possible to show and hide whole windows/areas of different widgets using a tabs-like paging system – something we’re all used to now from browsers, for example.

SC GUI TABs proof of concept anim gif

Processing: slice and blend

Here’s a little sketch in Processing that does the following: loads an image, takes a horizontal and vertical 1px slice, multiplies each slice into an image off-screen, and blends the two images together and displays the original and blended one side by side. Each frame this is calculated dynamicaly, the slices are determined by the position of the mouse.

Note: the image must be in the folder where your sketch is saved and it must be in dimension of 300×300 pixels.

Processing: slice and blend screeshot

I still need to test this in a fullHD/1080p situation. I wonder if the CPU can take it at 60 frames per second. I actually suspect not. So many pixels and not on the GPU.

Granular synthesis in SC

This morning I started to work on a granular machine in SuperCollider. This is what I got so far:

Interface Fractures III: Silicon log #1

These days I started some work on a new chapter of my audio-visual series called “Interface Fractures”.

Bought a new graphic card – Nvidia-based GTX960.
Also a fullHD multitouch screen is here for exploitation in next couple of years.

SuperCollider for multitouch

Somebody (Scott Cazan) on the supercollider-users list mentioned a fork of SuperCollider with multitouch support (which will be included in main with 3.8 release). I cloned git fork from Cazan’s github, installed build dependencies, couple of twiddles, and compilation went through.


Continue reading

Garmin Nüvi 255 on Linux

Was asked by my family if I can update their Garmin device, so I searched the net how to do it without getting into buying much software and possibly work with free maps.

Get the maps

Go to and select what data you want on your map.

Start by choosing a type of map – for example “Generic Routable” (seems good for this model of Garmin), then select a predefined country from a dropdown menu (for example in a dropdown “Europe” you can choose Austria, or Slovenia).

If you want more territories add some additional tiles, click “Enable manual selection” checkbox and click around the map to select or deselect tiles. You can also click+drag to select multiple tiles. Once you are done, add your email address above the map and click “Build my maps” and follow instructions.

When you open the link in the second email, download the “Compressed file that contains a single image that can be placed directly onto the SD-card of the GPS.“, usually called something like

Add the maps to your Garmin

Plug your Garmin Nüvi 255 to your computer using a simple mini-usb cable (it looks like this).

Wait till it ‘boots’ – wait for progress bar and a beep.

After that there should appear two possibilities to mount in your Nautilus. One of them is the Garmin device itself and the other is the microSD card plugged into the Garmin. If names of devices don’t give enough clues about which one is which one, you can recognise them by their contents if you mount them. The microSD card will have only one folder called ‘garmin’ while Garmin device will have more folders and files. Mount the microSD card. (Alternatively, you can take the microSD card out of Garmin and mount it on computer using an SD card reader).

Backup (copy) the file or the ‘garmin’ folder from microSD card onto your computer just in case something goes wrong.

Unzip the contents of the zip file you downloaded from OpenStreetMap – this will give you a single file: gmapsupp.img. Copy it to the microSD card into folder ‘garmin’, overwriting the file that is there.

Wait for the transfer to complete and properly unmount the microSD card and the Garmin device. Once you are sure they are unmounted you can unplug the Garmin device from your computer.

That’s all. When Garmin starts it will include the new data together with old data for areas that you didn’t choose (or so it seems – untested yet). If you want to use just the new map, and not the old data (or just to test if the new map is installed), go to Tools > Settings > Map > Map Info where you can turn on and off maps as desired.

Alternative method: replace the maps

The above method seems to “add” new data for selected areas. In other words, what you put on the microSD card is then used in addition to the maps that are already on the device.

It seems that it is possible to replace the maps that are already on the device by actually replacing gmapprom.img file on folder ‘Garmin’ on the device (not on microSD card!) with the contents of gmapsupp.img. That is, rename gmapsupp.img to gmapprom.img and with it overwrite the file on the device (do not forget to backup anything you will override).