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[2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel array?

Kudos to the Processing team for working towards the big 2.0. I've been testing Processing 2.0b7 for the past few days and have been running into some issues in the combination of PGraphics and...

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Re : Processing 2.0 - 1,000,000 points in OpenGL using Vertex Arrays

Andres, I see that you added this to the beginPGL() in r10729 - awesome.   That will fix tons of issues I was dealing with.  Do you foresee changing this into a shader?  I expect it would be backward...

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Re : 2.0b7 Skybox - not working

dosn't work for me - are you in 2.0b7 ?

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Re : 2.0b7 Skybox - not working

Ya, I got it working in 2.0b7, but had to include the matrix transforms.  The original code works with the latest source code of Processing if you build it yourself as Andres add this to the beginPGL().

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frameRate() can crash 2.0b7

If you use advanced OpenGL, frameRate can crash the sketch.  Wanted to post here before I submit a bug report.  Maybe it's something simple I'm not doing.  I put the frameRate change on the...

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Re : frameRate() can crash 2.0b7

No crash for me... (2.0b7, win8)Why are you using a framerate of 2000?

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

As you certainly know, P2D and P3D are now OpenGL. And I saw lot of people wondering about transparency in OpenGL. I don't recall a solution, but I might have missed it.

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

This issue is due to how the pixels array is composited into the offscreen buffer when using multisampling. If you initialize your pg object w/out smooth, then the transparency will be ok. Just...

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Re : Processing 2.0 - 1,000,000 points in OpenGL using Vertex Arrays

Processing automatically sends all the required matrices to the shaders, provided that they define the appropriate uniform variables. See how it is done in the Demos|Graphics|LowLevelGL example. This...

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

Thanks andres. Good to see this problem will be fixed.Unfortunately both your workarounds cause other issues themselves. noSmooth() solves the immediate issue, but this result is unusable because any...

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Re : animation is not responding to increased frameRate

Thanks, Amnon!I added a scaler variable to vary the speed of animation as you suggested:    import peasy.*; // camera library    PeasyCam cam;    int shift = 0;    int scaler = 3;    PShape s1,s2,s3;...

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

Thank you for yet another fix andres! For the above noSmooth example I am seeing different behavior between my own computers (Radeon 4800 = not cumulative vs NVIDIA GTX 570M = cumulative). No...

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

The problem with cumulative drawing and the Radeon happens on OSX or Windows?

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Re : [2.0xx] How to set P2D/P3D PGraphics pixels to transparent via the pixel...

On Windows XP x32 SP3 with Radeon HD 4800 using the latest available drivers AMD Catalyst Display Driver 12.6 (release date: 24/07/2012).

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Re : frameRate() can crash 2.0b7

It causes an NPE on the GL2 object here. I found that if you do gl = pgl.beginPGL().gl.getGL2(); again on draw when switching frameRate it works.

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Re : frameRate() can crash 2.0b7

I usually include it with "gl.setSwapInterval(0);" to unsync it.  I do this to test the performance, so that I can more efficiently render more stuff.

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Re : frameRate() can crash 2.0b7

rbrauer, ya, that's what I'm getting as well.

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Re : frameRate() can crash 2.0b7

No crash on Windows 7 x64 + Processing 2.0b7 x64 + NVIDIA GTX 570M.When I press the key for the first time, I see an almost unnoticeable flicker. The frameRate before and after key press remains 60 fps...

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Re : frameRate() can crash 2.0b7

Should have mentioned that my testing was on a Mac OSX 10.8.2

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Re : frameRate() can crash 2.0b7

I have the impression that JOGL started to cap the framerate at 60fps at some point recently, because a while ago you could set higher values with the frameRate() function and Processing would try to...

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