Complex project using GLGraphics
in
Contributed Library Questions
•
2 years ago
Hi,
I'm working on a project at the moment that I want to eventually bounce to video.
The project is due to get a lot more complex quite quickly, with the following types of processes:-
- various animated primitive objects. Manipulated in real-time
- a particle system
- some general drawing / rendering to screen
- and some other stuff not thought of yet :)
There's due to be quite a lot happening on screen at the same time, so am planning on using the power of OPENGL at some point. Everything needs to happen in real-time for audio synchronisation purposes.
I have read the warnings about the direct manipulation of the OPENGL object in Processing, and also the suggestion of using an external IDE, and using JOGL directly.
I see the compromise in between as to use the GLGraphics lib, as this may be a good balance between safety, ease, and power.
EDIT: or would simply using the OPENGL renderer in size be sufficient?
EDIT: or would simply using the OPENGL renderer in size be sufficient?
Does anybody have any comments on the above? (I have not used this lib yet, and consider myself to be an intermediate user of Processing).
I'm also planning to do some ray tracing once I have the audio synced, and can then re-run while rendering out.
Any comments welcome. .
______________________
www.systemarray.com
1