Justin Gitlin
Justin Gitlin
@lucasfredericks @ajavamind THANK YOU for these examples. A high res webcam in Processing is a beautiful thing 😍 I almost don't believe my eyes. This should be documented somewhere. cc/...
Tested & confirmed this bug report on Windows 11, with both P2D & P3D modes on the main app & PGraphics. Interestingly, if you move the PGraphics drawing into the...
The more I've been using shaders for advanced feedback & particle techniques, the more I've run into this need. I didn't quite realize why my calculations were suffering until an...
I did some research and just got 32-bit textures working as a proof-of-concept with very minimal changes. In [PJOGL](https://github.com/processing/processing/blob/master/core/src/processing/opengl/PJOGL.java#L1369), where textures are created, I overrode the `internalFormat` and `type` properties...
After further testing, I found some new info: - This slows down the current `Movie` object in the `processing-video` library. There are potential performance impacts elsewhere, but `Movie` was noticeable....
I'm in way over my head on this, but after seeing another performance hit while using a different camera library, I'm wondering if the realtime conversion between OpenGL texture formats...
I've revisited this after some conceptual direction from @benfry and arrived at a much simpler distillation that has little-to-no impact on the core. By overriding just a couple of things...
@Beervangeer - I never had the time/brainpower to get this submitted to the Processing core as a real solution, but I refined it within my own codebase in a way...
@Beervangeer A couple of lines in the `newDataPG()` function are specifically there for using **individual** pixels as data for particle systems, and has adverse effects if you're using texture lookup...
This works well for me: ```java for (int i = 0; i < shape.getVertexCount(); i++) { PVector v = shape.getVertex(i); } ``` It should be easy to write a little...