I am really impressed with new IDE Experimental mode.
It adds most of the features I always wanted to have in processing. Congrats.
I am overall really pleased with P2.0b8, it's coming along well, thumbs up for keeping up the good work.
it is clear that experimental mode is still in development, however if its not too early I would like to comment on a few features:
1) I think IDE should start in a more familiar 'Console' mode rather than jump to 'Errors' in the bottom part of the screen. I use console output a lot and it took a precious few seconds to overcome the panic when I saw it gone :)
2) There seems to be a black bar slightly slimmer than the scroller bar on the far right side of the window
3) Red error flagging could wait until I finished typing when correcting the syntax on newly typed lines. something like 500ms from the last keypress would work. now errors first show up with delay but then stay on until they are fixed which results in a red error flag most of the time when typing something new
4) I Love that it can find the { } mismatches - for me this is the main thing that was annoying me in the old IDE - I could have 10 tabs and forgot a } somewhere in one of them - the error would come up in a previous tab with no way of telling where exactly is it missing. its super cool now
5) Block folding would be the last essential feature that I'd love to see implemented. Once its there I can't see myself going back to Eclipse anytime soon.
6) breakpoint and step features really open up possibilities, again great to see that coming even if it doesn't seem very polished as off yet. primarily I can't see an option to toggle between breakpoint/step mode and normal run mode and vice versa (pausing a running project to add a breakpoint would be really useful), but I am sure it will come (or maybe its there and I am simply missing it)
Those are really just first impressions, I haven't used the Experimental Mode too intensively yet, but this post is mainly to express my joy of the features being added.
Is great to see such important workflow improvements coming.
Hello,
I'm just writing to mention that there is a serious problem with Processing 2.0b7 on older Macbook Pro 17" with Radeon X1600.
some sketches using just size(x,y) from the Examples seem to work OK, anything that uses P3D or P2D runs with garbage on screen (like random parts of the graphics buffer flashing)
Hello,
I had a nice 'largish' personal project working fine for a while, now I am trying to get it to work using Processing 2 beta. I have jumped through some hoops already, like the XMLElement -> XML change, or the new more strict validator.
I am however still having problems,
Exception in thread "Animation Thread" java.lang.NullPointerException at processing.core.XML.getString(XML.java:442) at processing.core.XML.getString(XML.java:437) at zmidi.ZMidi.openSceneList(ZMidi.java:398)
the lines in questions are just:
xml = new XML(this,fn); // default xml
// xml = new XMLElement(fn); //proxml
int numScenes = xml.getChildCount();
println(numScenes); // reports 35, an incorrect number of scenes, there are 17
for (int i = 0; i < numScenes; i++) {
scene = xml.getChild(i);
String name = scene.getString("name"); // this is the reported line
println (name); // never gets here
it there something that one is suppose to do very different with the new library?
Should I check if it has a string with that name before I try to read it? I didn't have to do it before, it would just return null if there was no string.
Hello
I'm writing a thingy using GLgraphics, and I'm trying to load an SVG an display it several times. As long as its only a few repetitions of a very simple shape it's all good, but as soon as the shape becomes more than a few verts or number of repetitions gets above 20-50 it all slows down dramatically. I'm guessing PShape goes through curve list every time for each object which is redundand as the shape will not change in runtime.
I'd love to be able to put the shape in the GPU as GLModel and request drawing it in different positions, but I must admit my opengl knowledge is poor and I'm having trouble fully understanding the glmodel examples, and so far I have failed guessing a way to do it (there's verts[] but also glmode and I am not sure how would triangulation of the shape work and do I have to do it on my end using geometrative or something).
It would be great if someone would point me to a right direction. Thanks
It it possible to have scrollList in an arbitrary tab in the controlWindow (question 2)
Does it mean I cannot access ScrollLists via controller()? (question 3)
and If i try:
Controller mixers = controlP5.addScrollList("Mixers", 10, 30, 475, 280); - > i get "cannot convert from ScrollList to Controller".
Which is a bit inconsistent as you can do exactly that with sliders
on a side note I was getting also "Controller is ambiguous" when using it with minim.fft but that seems solvable by invoking "controlP5.Controller" instead. Is that a correct ? (question 4)
For the moment I shall proceed having scrollist stuck in the first tab and please let me know if I'm just doing it wrong.
Hi All,
A question from relative newb: I'm trying to achieve the following:
draw left and right eye onto seperate textures using GLGraphicsOffScreen, than display them one on top of another using line interlaced masking (for my stereoscopic screen), and I think I'm stuck.
I don't feel fully ready to get into low-level GL calls yet, and GLGraphics seems like a good choice, I cant figure out however if it's possible to affect alpha only. Ideally I would draw my interlace pattern once and just 'freeze' alpha channel somehow, so following drawing methods ('line' and 'rect' mostly) would not affect the pattern.
The idea is that if later on I swich to a different displaying technique having both eyes in two offscreen buffers is not a bad starting point for further work but for now would just want to see what I'm doing on my 3D screen (which displays left and right eye in a row interlaced fashion)
I'm trying some dirty workarounds at the moment :
alphaImg=loadImage("alpha.jpg");
texture1=loadImage("random_image.jpg");
texture1.mask(alphaImg);
texture1.loadPixels();
texture2.putBuffer(texture1.pixels);
which does seem to load alpha values correctly, but as soon as I do ...
texture2=glg1.getTexture();
...it's (obviously) gone and doing any of that (based on offscreen example)...
...just overwrites my buffer (adding some rubbish in the background too). Funny thing is that even if I only do getTexture once in the Setup, it still updates the texture as I draw onto the glg1
So the question is: is there anything I can use (term FBO sits in my head but I don't want to sound silly trying to put it into a sentence) that would keep my alpha and use it for masking the display of the second texture?
I'd rather leave my drawing to the library but if I need to learn manual GL now - that's what I'll have to do.
Am I even barking at the right tree?
Thanks a lot for any tips