Archive for the ‘filters’ Tag

Shaders in Processing 2.0 – Part 2   9 comments

The new capability of loading user-provided GLSL shaders into Processing’s P2D and P3D renderers opens up the possibility of customizing all the rendering operations in Processing, as well as of creating interactive graphics that would be very hard or impossible to generate otherwise. For OpenGL web applications, WebGL supports (only) programmable pipelines through GLSL shaders, and this has motivated the creation of online repositories of shader effects that can be run directly from inside the web browsers, as long as they support WebGL. Sites like the GLSL sandbox or Shader Toy hold large collections of shader effects that can be edited and controlled interactively through the browser. This new post will explain how to integrate GLSL shaders from the GLSL sandbox and Shader Toy websites into a Processing sketch.
Update: With the release of Processing 2.0 final, some of the contents in this post are outdated, please check this tutorial for a detailed description of the finalized shader API.

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Posted August 3, 2012 by ac in Programming

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GLGraphics 0.99 released   26 comments

This new release of GLGraphics comes hand in hand with GSVideo 0.9, also available today. These new versions of the two libraries introduce a combined mode of operation that greatly improves video playback performance, which I will describe in the next post. Now I will focus on the new features of GLGraphics concerning exclusively with rendering and shading.

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Andiamo reference manual – Part 2   Leave a comment

This is the second part of the Andiamo reference manual. It describes the installation process, overview of the interface  and configuration files.
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Posted June 1, 2009 by ac in Programming

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ANDIAMO: real-time video tool   14 comments

I couple of weeks ago I started coding up in Processing a tool for live visual performance using real-time video effects, drawing, animation and computer vision techniques. The name of this tool is ANDIAMO, which is an Spanish acronym for ANimador DIgital Analógico MOdular (Digital-Analog Modular Animator).
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New GLGraphics release: 0.8.9   6 comments

This release of GLGraphics introduces a new and improved way of handling the parameters of the texture filters. Before 0.8.9, the parameters had to be passed to the filter with a GLTextureFilterParameters object. This object allowed only a predetermined number of parameters to be set in the shader. Furthermore, the name of these parameters was hard-coded, for example a float parameter in the shader had to be called par_flt1, for instance, in order to be recognized by the filter.
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Posted November 28, 2008 by ac in Programming

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New version of glgraphics and website   Leave a comment

I just released a new version of the GLGraphics library for Processing (0.8), which is available for download at the sourceforge page.

This version finally includes all the features originally planned for the library (off-screen rendering, floating-point textures, gpgpu calculations such as particle systems). From now on until the 1.0 release, the idea is to do only bugfixes and minor improvements.

There is also a website for the library.

Posted July 11, 2008 by ac in Programming

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GLTexture renamed to GLGraphics.   4 comments

The GLTexture library mentioned in earlier posts got renamed to GLGraphics in this new release, since it incorporates some new functionality that goes beyond the original scope of the GLTexture class. It introduces a new renderer called GLGRAPHICS that descends from the built-in OPENGL renderer. However, GLGRAPHICS can be created without attaching it to any drawing surface, so it can be used as an off-screen render framebuffer.
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Posted May 4, 2008 by ac in Programming

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