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IndexProcessing DevelopmentLibraries,  Tool Development › PImage-like objects to maniplate opengl textures
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PImage-like objects to maniplate opengl textures (Read 7997 times)
PImage-like objects to maniplate opengl textures
Mar 30th, 2008, 4:06am
 
Hi,

I've implemented a couple of new objects for processing (PTexture and PTextureFilter) to handle opengl textures and glsl filters. More information, example and code here:

http://codeanticode.wordpress.com/2008/03/30/ptexture-and-ptexturefilter-objects-for-processing/

The idea is to compile this code as a new library...
Re: PImage-like objects to maniplate opengl textur
Reply #1 - Mar 30th, 2008, 11:15pm
 
WOW! Great! I love it! Greetings Cheesy
Re: PImage-like objects to maniplate opengl textur
Reply #2 - Mar 31st, 2008, 2:03am
 
Thanks!

The code is now available as a library:

http://codeanticode.wordpress.com/2008/03/31/texture-library-for-processing/
Re: PImage-like objects to maniplate opengl textur
Reply #3 - Mar 31st, 2008, 3:16am
 
i double the wow.
i have been working on a very similar implementation but was initially starting off from speeding up quicktime playback with processing, so i ended up with writing quicktime straight into the opengl texture. even the name is very similar, instead of the P i have an S followed by Texture. no time yet for documentation though, thats why i havnt made it public yet.
the code for PTexture looks very neat, very nice job.
best,
andi

Re: PImage-like objects to maniplate opengl textur
Reply #4 - Mar 31st, 2008, 4:46am
 
awesome,thank you so much for the great Lib.
Re: PImage-like objects to maniplate opengl textur
Reply #5 - Mar 31st, 2008, 4:46pm
 
here some more ideas:

- a preloader class which shows loading progression of textures
- a GLSL-Shader collection: blur, sharpen, toon, bumpmap, wood, marble, water, fire, motionblur, bloom, glow, ...
- CG-Shader support
- a OPENGL Graphicard version/speed/memory analyzer
- videotextures

greetings ascorbin
Re: PImage-like objects to maniplate opengl textur
Reply #6 - Mar 31st, 2008, 5:12pm
 
Thanks for the feedback. All the things you mention are worth having in the library, now I have to think about which ones have more priority... I still need to test a few more basic things, like rectangular textures, mipmapping, multiple input and output textures, etc.

In any case, I just uploaded a new version:

http://codeanticode.wordpress.com/2008/03/31/gltexture-library-for-processing/

I renamed it to GLTexture and replaced the prefix P* by GL* to avoid conflict with the core classes. I also added more examples and documentation.

I have one question. I created applets from the library examples, but at first they didn't work. When I looked at the output from the java console, there was this error:

java.lang.NoClassDefFoundError: processing/xml/XMLElement

even though xml.jar was compiled as part of the library. So I manually copied the xml.jar file to the applet dir (and also add it to the html file), and then works fine. I created the applets with processing 0135. Is this an issue of processing? or do I have to explicitly import processing.xml from the main program (even though there is no reference to XMLElement there, since the xml parser is created inside the library)?
Re: PImage-like objects to maniplate opengl textur
Reply #7 - Mar 31st, 2008, 5:55pm
 
Don't worry about my last question... I just learned that is an issue of processing:

http://dev.processing.org/bugs/show_bug.cgi?id=518
Re: PImage-like objects to maniplate opengl textur
Reply #8 - May 7th, 2008, 2:08am
 
I released a new version of the openGL texture library, now it is called GLGraphics:

http://codeanticode.wordpress.com/2008/05/04/gltexture-renamed-to-glgraphics/
Re: PImage-like objects to maniplate opengl textur
Reply #9 - May 27th, 2008, 5:56am
 
Hi,

Great Lib !
The offscreen rendering is really handy.

I'm encountering some weird things when using openGl direct calls in a GLGraphics. Weird artifacts in the texture.

One thing I'm not sure, is how should the following be initialized in order to draw with opengl calls in a GLGraphics:

Code:

PGraphicsOpenGL pgl = (PGraphicsOpenGL) this.g;
GL gl = pgl.gl;


should the it be:
Code:

GL gl = glg1.gl;


but what about the 'pgl'

Thanks,

//h
Re: PImage-like objects to maniplate opengl textur
Reply #10 - Jul 11th, 2008, 9:46pm
 
There is a new version of the library, and now it has its own website here:

http://codeanticode.wordpress.com/2008/07/11/new-version-of-glgraphics-and-website/

It includes a number of new features (support for particle systems, fixed off-screen mode), unfortunately some of these features don't work yet on ATI Sad

Anyways, the idea is to reach a 1.0 version that fixes this issues, now that all the main features have been implemented.

Regarding the artifacts of combining GLGraphics with openGL calls, do you have specific examples?
Re: PImage-like objects to maniplate opengl textur
Reply #11 - Jul 17th, 2008, 11:05am
 
thxs,super useful lib.just too bad,my card is ATI......
Re: PImage-like objects to maniplate opengl textur
Reply #12 - Jul 18th, 2008, 5:28pm
 
Yes, the idea is to solve the ATI compatibility issues in the next release of the lib. We'll see how it goes.
Re: PImage-like objects to maniplate opengl textur
Reply #13 - Jul 25th, 2008, 2:15am
 
hey, I was looking for a library to handle offscreen rendering in opengl and came across this thread. Had a look at the site, features, docs etc and it looks great! Unfortunately I have an ATI as well (X1900XT). Most of the examples work great, but some don't (including the offscreen example which is what I need Tongue)
Quote:
GL_ERROR at render_triangles out: 0506  UNKNOWN
GL_ERROR at render_lines out: 0506  UNKNOWN
GL_ERROR at render_triangles in: 0506  UNKNOWN
GL_ERROR at render_triangles out: 0506  UNKNOWN
GL_ERROR at render_triangles in: 0506  UNKNOWN
GL_ERROR at render_triangles out: 0506  UNKNOWN


I was just wondering what the latest situation with ATI support was?

cheers,

Re: PImage-like objects to maniplate opengl textur
Reply #14 - Jul 25th, 2008, 2:20am
 
Just been looking through the code for the examples provided and it looks so nice and all the functionality seems to be wrapped up so nicely... its quite frustrating not to be able to use it Tongue thanks for the efforts so far!
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