Kazik Pogoda
Kazik Pogoda
@micuat I know it's not a fix, but recently I contributed an example how to use Reaction Diffusion in pure Processing: https://github.com/SableRaf/Shadertoy2Processing/tree/master/examples/reactionDiffusion2Pass
@micuat Yes, the original PGraphics. Apparently 8bit color is good enough for this particular reaction diffusion. But the lack of floating point textures is the reason I am switching in...
@bhj I will do it rather sooner or later. Just don't have that much experience with JS ecosystem.
Hi @davidmoshal , I contributed the original kinect v1 support, which differs from kinect v1 support in other projects in this sense, that actual transformation of kinect raw depth data...
Just for the reference, here is an article providing the `RawDepthToMeters` mapping and also `DepthToWorld` mapping for Kinect 1 http://graphics.stanford.edu/~mdfisher/Kinect.html ``` float RawDepthToMeters(int depthValue) { if (depthValue < 2047) {...
@hamoid `depth to meters` is now implemented in shader processing raw kinect data, which is a precondition. `depth to world` would work the best with compute shader (or fragment shader...
@everythingability I submitted an example of using multibuffer shadertoy shaders here, they require extra setup: https://github.com/SableRaf/Shadertoy2Processing/blob/master/examples/reactionDiffusion2Pass/reactionDiffusion2Pass.pde Good luck
Yes, adding more memory management to the native solution will make it probably even more performant than Java. No doubts about it. But the whole point of this project is...
@boomlinde thank you for amazing comments and feedback. I updated the README with explanation why I am not convinced to change anything in the example C code. I see that...
@winrid "You would use an arena/pool allocator.", would it also apply if allocated nodes are of unpredictable size? This is typical use case I had in mind because it reflects...