Hello everyone, it's been a long time. I've been working with openframeworks/processing/pd and plenty other stuff, but I'd like to do a processing only project but I need to load and play soundfonts. Is there a way of doing it in processing?
hello everyone, I've been out of this forums, as I have been working with low end computers by requirement of a client, which have Intel graphic cards (yeah, i know), and Processing doesn't run on Intel GFXs when loading OpenGL. I have been working with Cinder and openframeworks, but I'd like to try to use Processing too. Is there a way to configure processing so it can run on low end computers?
I know it's a thrilled question, but either way, thanks in advanced,
I have an off topic question, but interesting to see if it can be done. I'd like to project in full just a part of the screen (i.e. 320x240) and not the full 1280x720, so that way I can have a smaller canvas to draw into and thus making it faster (gfx and cpu). I've seen this working for high resolution led screen (MACRO SCREENS), where just a portion of the screen is sent to it. I am working on Linux (Debian/Ubuntu) and Windows 7 (i know win7 has had huge ugly changes for dual screen presentations, so if it is possible in XP I can search for my XP originals somewhere in my attic).
I am working on 3 different sketches that are handled by an oF application. My intention is show every sketch in a different display (I have a 6 display capability) on a single machine, and I want the sketches running on machine startup.
1. the main problen is that when run in fullscreen mode, all sketches are shown in the main display. how can I fix this? I can use linux or windows, not a problem there.
2. when running at startup, I sometimes get the sketch very small (100 x100 or so) instead of 640 x 480.
I've been playing around with processing, and I'm really enjoying it. I am creating a few collision detection program and I'm having some problems. Here's what I do: 1. every second I create a Boid (object1) and add it to the boids ArrayList (max 20 boids) 2. every 3 seconds I create an AntiBoid (object2).and add it to the Antiboid ArrayList (max 3 antiboids) 3. they move randomly on screen, and when a boid collides with antiboid, I delete the boid from the array list.
when doing so, I randomly get a crash when adding a new boid, always the same problem: (I will not paste the full dump, don't worry )
I have been able to render a few textures toghether into another texture (thanks to kevin.bjorke of course! ) but now I want to render moving objects snakes, fish, worms, etc) that are pretty much 2d textures rendered to GL_QUADS that make them twist while moving.
to be able to do that, I really need to use GL_QUADS, but I cannot use them in a texture of GLGraphicsOffScreen. I have been tempted to use the JOGL, but I'm restraining as it is not supported. Any idea would be greatly appreciated.
I'm trying to use some GLSL but I have a basic problem. I have created 4 GLTextures, which I need to render on top of each other: 1.- render 2 textures 2.- apply a GLSL filter 3.- render the other two textures on top of the reulting texture, 4.- apply another filter.
I tryed using an GLGraphicsOffScreen, but I cannot render a QUAD for rendering the texture, but when I do
I get the error that beginShape(int) is not allowed. Am I missing something? Is there a way to place a texture on top of another texture? I'm confused on OpenGl and processing OpenGL functions on their objects... maybe a break will help.
I have been testing a lot around, and hope someone can help me out.
if I run the following code:
size(900, 450, OPENGL);
framerate drops from 2000 to 12. no other code is ran. If I use P2D or P3D framerate is 2000. I've tested this on 3 different computers with NVidia, GForce GFX (1GB GFX dedicated ram), Linux and Windows.
the culprit framerate kill is the loadPixels();. is there a way to solve this framerate drawback?
please let me know if you have the same problems or if you know how to sole this. thanks in advanced
I have been working with processing for a few, primarly to make some animations and interactivity to my kids (processing/oF). Now I want to do some water ripples (my logical next move) but I have had slow framerate problems.
the process I am following is: 1.render everything 2.loadpixels 3.move pixels to pixels of a PImage.pixels (canvas.pixel) 4.alter the canvas.pixels with the ripple effect (that I have ported from C++ where I have made a few of them that run fast ecough). 5.render the canvas.
now, if I don't do the ripple, the framerate of my animations is steady at 60 (setFramerate(60);) but when I add the ripple effect, the framerate goes to 3 or 4.
Actually, by just doing steps 2 and 3 (skipping ripple function) my framerate drops to 3 or 4.
knowing my problem, I'd like to ask: 1.¿Is there a way of changing the default canvas for rendering to a PImage? eg. set processing canvas to x, so whenever I render instead of rendering to screen I'd render to a buffer. 2.-if not, ¿How can I render to a PImage? canvas.Image()? 3.-Is there a faster way of getting the rendering buffer pixels than loadpixels and copying to a PImage.pixels?
and another question not related to my foolish problem. Is there a way of using the GPU for doing some math with processing, like OpenCL? I am more C++ than Java, but Processing is making Java more interesting... :)