codeanticode / planetarium Goto Github PK
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Home Page: http://processing.andrescolubri.net/libraries/planetarium/
License: Other
A Processing library for dome projection.
Home Page: http://processing.andrescolubri.net/libraries/planetarium/
License: Other
In order to implement »layered« rendering, i would like to have a background and a foreground sampler2D
in the shader. When i do this, the compiler complains that i am trying to use the same texture unit. Even when i try to assign another one, it doesn’t work. Some resources say, the texture unit should be set right after linking. Is this possible with PShader or do i need fallback to JOGL, or is the problem something entirely different?
Many thanks in advance for any hints!
Hello All
I Open a WishList for planetarium:
Integration with PeaseyCam or Proscene
Possibility to use more cameras
Add differents Immersives surfaces like Cylindrical projection
feel free to contribute!
Alba
The result in the sketch window seems visually inferior to what should be expected. Tried increasing the cubemapSize
variable, doesn’t seem to make a difference. Tried setting texture sampling to linear, looks slightly better imho, but still does not cut it. What could be the problem? Mipmapping? Precision in the shader?
Run error: No library found for codeanticode.planetarium
Libraries must be installed in a folder named 'libraries' inside the sketchbook folder (see the Preferences window).
These functions are meant so save the contents of the output window, however, because the way rendering works in the planetarium library (by calling the draw() method several times for each frame) they don't generate the expected result.
i.e., where the projection doesn't cover 360 degrees but smaller ranges like 210, etc.
This is an issue with Processing itself, but wonder if there is a workaround.
I would like to export frames at 3072x3072 or 4096x4096 pixels for a DomeMaster, however Processing always resizes the window to the display resolution.
It would be great to be able to bypass this.
Right now, the camera setup for the cube map rendering uses the camera matrices from PGraphicsOpenGL. This makes the library incompatible with camera-manipulation libraries such as PeasyCam or Proscene.
The original planetarium repo was a fork of the processing-library-template, and I wanted to make it as a stand-alone repo independent of the template. In order to do that, I had to delete and recreate it.
Users who forked the original repo (@AfshinKoupaei, @ErinFinnegan, @imclab, @NMMN, @FH-Potsdam) and want to continue to receive the upstream updates from the new planetarium repo, probably need to delete their fork, and then fork it again. Sorry for the inconvenience!
when i run this code i get this part of the code highlighted why?
Planet[] planets = new Planet[10];
/**
import codeanticode.planetarium.*;
// A bunch of planets
Planet[] planets = new Planet[10];
// One sun (note sun is not attracted to planets (violation of Newton's 3rd Law)
Sun s;
// An angle to rotate around the scene
float angle = 0;
void setup() {
size(800, 800, Dome.RENDERER);
smooth();
// Some random planets
for (int i = 0; i < planets.length; i++) {
planets[i] = new Planet(random(0.1, 2), random(-width/2, width/2), random(-height/2, height/2), random(-100, 100));
}
// A single sun
s = new Sun();
}
void pre() {
for (int i = 0; i < planets.length; i++) {
// Sun attracts Planets
PVector force = s.attract(planets[i]);
planets[i].applyForce(force);
// Update and draw Planets
planets[i].update();
}
}
void draw() {
background(0);
// Setup the scene
lights();
translate(width/2, height/2, 300);
rotateY(angle);
// Display the Sun
s.display();
// All the Planets
for (int i = 0; i < planets.length; i++) {
planets[i].display();
}
}
// Called after rendering all the faces, but before the dome sphere,
// so it can be used to draw stuff on the corners of the screen.
void border() {
perspective();
camera();
background(255);
fill(0);
text("FPS: " + frameRate, 20, 20);
}
void post() {
// Rotate around the scene
angle += 0.003;
}
I have noticed a strange effect that I haven't been able to track down and solve. In my animations, while I am drawing many lines, there are cases when the vertical spanning lines appear to break along the boundary of the cubemap edge in the center of the screen. I have attached an image as example, where the lines are broken, creating an apparent square in the center of the frame.
Wondering if anyone knows what's causing this?
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