• cuinjune

    @Jona I don't know how easy or difficult it would be to design the shader effect chain but If you can implement multiple shader effects in one [ofelia] object, it won't be difficult to split it into multiple [ofelia] objects that work in chain. So first, I would suggest you try to implement two shader effect chain in one [ofelia] object and then try to split it into two [ofelia] objects.
    I think this post might be helpful: https://gamedev.stackexchange.com/questions/22216/using-multiple-shaders

    posted in technical issues read more
  • cuinjune

    @Jona I think it's because your two images have RGB color space and don't have an alpha channel.

    Screen Shot 2019-06-30 at 3.02.23 PM.png

    posted in abstract~ read more
  • cuinjune

    @Jona It seems to work when I correct the "addImage.vert" file to below:

      // Vertex shader
      #version 120
      varying vec2 TexCoord0;
      // --------------------
      void main()
      {
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
        TexCoord0 = gl_MultiTexCoord0.xy;
      }
    

    posted in abstract~ read more
  • cuinjune

    @Jona hmm... Does it not work if you change #version to 120?

    posted in abstract~ read more
  • cuinjune

    Wow the examples look really cool.
    Can I include your patch and example shaders in the next ofelia release?

    It seems like the shader toy requires openGL 3.2 based on what I read from https://github.com/tiagosr/ofxShadertoy

    ofelia's ofWindow() class uses openGL 2.1 as a default and you can change the GL version before you create a window like the following:

    window:setGLVersion(3, 2);
    window:create(); 
    

    Or like the following if you use [ofWindow] abstraction.

    Screen Shot 2019-06-29 at 3.49.21 AM.png

    posted in abstract~ read more
  • cuinjune

    @Jona Processing a video frame pixel by pixel in real-time is a heavy operation and Lua being a scripting language is nowhere as fast as compiled languages like C/C++.

    In order to create such video effects, the 3 ideas comes to my mind.

    1. Compile ofelia externals using LuaJIT which will make Lua run much faster but then users will need to use old Lua 5.1 instead of the latest 5.3. (which currently ofelia uses) Also, I heard LuaJIT is almost no longer being maintained which is not good.

    2. Create classes and functions for heavy pixels processing in C++ so users can use them in Lua script. (Just like how pdFilter() class currently works) The heavy parts will be done in C++ so it will be much faster.

    3. Use Shader to process pixels from the GPU which I think will be the most efficient solution. I will add ofShader class abstractions to ofelia soon.

    posted in technical issues read more
  • cuinjune

    @Jona Great work! I will add the ofVideoPlayer abstractions to ofelia soon.

    posted in technical issues read more
  • cuinjune

    @mianmogra Great work!

    posted in output~ read more
  • cuinjune

    @Jona Hi, I downloaded "list-abs" from Deken and copied "list-drip.pd" into the directory of your patch and now it works fine without the errors.
    Thanks!

    posted in patch~ read more
  • cuinjune

    @Jona Hi, Thanks for sharing your patch. it looks great!
    I just tried your patch but I get the following errors.
    Screen Shot 2019-01-14 at 7.23.43 PM.png
    I get the same errors on Windows too. Do you know how to fix these?

    posted in patch~ read more

Internal error.

Oops! Looks like something went wrong!