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image above now :)
Doesn’t support screenshots - hence the manual screenshot.
Just something really simple before going to bed (Quads are internal to the renderer)
Next would be Group node and external draw objects (e.g. Quad, Vertex Buffer Objects, shaders)
Then perhaps Transform compatibility, textures
Interopability with DirectX will be a little over my head (but is somewhat possible)
p.s. vux mentioned he’d done this before.
i’m just happy that i’ve got a new toy to play with
http://vvvvjs.quasipartikel.at/ please support this
however, ogl in v4 is coooool :)
back to the root’s ~ vvvv on linux opengl yep 64bit of course ~ get allways a nervous breakdown after 20min “vista experience” ;-)
and by the way the puedata community was on search for a replacement of tcl/tk interface ~ VVVV gui fo pd? ~ just a dream … because i caught myself right clicking in puredata and a pleasing way to keep the “vvvv is not opensource” voices calm down.
wish you well ~ and keep on going
@dEp - WebGL is a decent graphics pipeline, but then other things will fall short for what i use (threading, devices, system specific features).
I think WebGL is very likely to be the main future of things like VVVV, processing, etc. But there will always be people who want something a bit more low level, and i think i’d end up with that curse myself.
That said, it’d be fantastic to get node compatability with vvvv.js, so full OpenGL pipelines can be run in both exe and js
this looks seriously good. Keep us posted about the development of this.
Just couple thoughts about the OSX port:
1-Because vvvv has a very minimal interface, i think the porting to cocoa would be quite straight forward. Of course that assumes that most of the UI elements will be done using objective-c.
2-an idea to porting some of the HLSL shaders might be to use Cg (i have taken a look couple times and they are very similar). The negative side is that, as long as i know, cg only compiles with NVidia cards.
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