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
)
so it seems as the VM is deleting the object when it is time to add the object again, and that is when the problem occurs. any ideas on how to fix this? it is a very basic code:
//Draw boid!
println("Draw boid " + wanderers.size());
for (int n = 0; n < wanderers.size(); n++) {
Boid wanderBoid = (Boid)wanderers.get(n);
if (dist(mouseX, mouseY, wanderBoid.location.x, wanderBoid.location.y) <= 100) {
wanderBoid.timeCount = 0;
wanderBoid.evade(new PVector(mouseX, mouseY));
}
else {
wanderBoid.wander();
}
offscreen.beginDraw();
offscreen.beginGL();
wanderBoid.run(gl);
offscreen.endGL();
offscreen.endDraw();
}
println("Draw antiboid water");
//Draw antiboid and calculate collissions.
for (int n = 0; n < antiboids.size(); n++) {
antiboid antiboid = (antiboid)antiboids.get(n);
boolean delete = false;
//check collision with boid!
for (int b = 0; b < wanderers.size(); b++) {
Boid wanderBoid = (Boid)wanderers.get(b);
if (dist(antiboid._position.x, antiboid._position.y, wanderBoid.location.x, wanderBoid.location.y) <= 100) {
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:
import processing.opengl.PGraphicsOpenGL;
void setup()
{
size(900, 450, OPENGL);
smooth();
background(0);
frameRate(2000);
}
void draw()
{
loadPixels();
println(frameRate);
}
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... :)