I am trying to locate an old post from the previous forums that talked about spawning multiple sketches from one sketch. Is there any way to access this old post or could someone direct me towards doing this?
I have a simple setup where I am using ControlP5, PeasyCam, and OpenGL. My sketch almost works but when I try to use the ControlP5 sliders they look distorted (see image).
I am using hint(ENABLE_DEPTH_SORT); when I setup my sketch here. If I remove this I am able to access the sliders as expected but PeasyCam doesn't allow me to focus at a center point (0, 0, 0). It moves my look at point from being in the center of my world.
Does anyone know why this would happen?
I am using the latest ControlP5 and PeasyCam libraries.
I am having an issue with the way my images are captured and need some help/clarification on if this is working correctly.
In my image below you can see the desired capture. This was done using saveFrame(). As you can see you don't see through the 3d image to the other side. It's low res and the reason for wanting a pdf is to be able to make high res images.
Now, when I am capturing a pdf using beginRaw() and endRaw() as shown in the example code pointed to above, I get this type of output. You can see through the object to the other side and see inside of it. I am using OPENGL, which shouldn't be an issue.
I would like to be able to have control over what is rendered to pdf. Mainly, how do I manage if I don't want to see all the way through the object's faces (triangles) in the front so I get a 3d looking image (as shown in the previous image)?
Is there a way to output text such that it can be copied from a sketch window?
I basically have some console data that I would like to have accessible from the sketch window so I can create a stand alone application without needing the console output. If all else fails I could always output a text file I'm sure.
Is there an option somewhere for deleting all previously created data from one sketch to another when saving?
For example, I have Sketch1 that I am working on. I have some screen shots of the sketch in the current working directory. Now when I save a new version of this sketch, call it Sketch2, all the screenshots I saved previously in Sketch1 are copied to my new sketch directory with the pde files. I don't remember this being the case before v1.5.1.
I want Sunflow to work in Processing and couldn't get P5Sunflow working so I looked elsewhere.
I am trying to decide which is easier (less hassle) to implement. I have read through all the forum posts on both and have been experimenting with p5SunflowAPIAPI a little. It seems pretty easy to use so far but I'm interested in what others have encountered lately. I am using Procesing v1.5.1 and eclipse.
I need to be able to pull the id or twitter user name from an incoming tweet. Right now I can call tweet.user() to get a String back with something that looks like "com.twitter.processing.User@dca7d0".
Is there any way to get the exact user id or username from a Status object?
For example, this is the callback used. At the bottom is the User object I assign tweet.user() to.
void tweet(Status tweet) {
// store the latest tweet text tweetText = tweet.text();
I am looking for resources that other OpenGL masters are using or have used in learning OpenGL and Processing. I am just venturing into this realm and could use some good tutorials.
I am interested to find out more about how others improve performance when it comes to building Particle Systems. Mainly, when I work with alot of particles I see a degrade in the frame rate and overall speed of the sketch. Can anyone shed any light on this for me?
Here is my sketch below. It is based on the particle systems examples from Daniel Shiffman's upcoming Nature of Code book. Any help would be greatly appreciated. Thanks!
MultipleFireParticleSystem.pde
ArrayList<ParticleSystem> psArray; Random generator;
class ParticleSystem { ArrayList<Particle> particles; // use one list to include all subclasses of Particle - polymorphism awesomeness! PVector origin;
// Recieve a force as a pVector and apply that force to all the Particles in the Particle System void applyForce(PVector f) { for(Particle p: particles) { p.applyForce(f); } }
void run() { Iterator it = particles.iterator(); while (it.hasNext()) { Particle p = (Particle)it.next(); p.run(); if (p.isDead()) { it.remove(); } } } }