Archive for the ‘Programming’ Category

New websites for libraries   Leave a comment

Thanks to the very useful processing library templates created by Andreas Schlegel, I updated the websites of all the libraries I have implemented to date: GLGraphics, GSVideo, proTablet, proGPUKLT and proDMX.
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Posted June 2, 2010 by ac in Programming

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OSX strangeness   2 comments

GStreamer under OSX requires setting a couple of environmental variables: DYLD_LIBRARY_PATH and GST_PLUGIN_PATH. One approach I relied on before in order to define these variables was to use the the setenv command in the /etc/launchd.conf file. launchd.conf is read by the launchd service during system boot. But, it turns out that any variable that starts with DYLD is just ignored…
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Posted May 12, 2010 by ac in Programming

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GLGraphics 0.9.3.3   3 comments

Thanks to the contributions from Jean Pierre Charalambos and Aaron Koblin, I finished a new version of GLGraphics with a couple of very useful additions, plus some bug fixes as well. Download the library package from sourceforge.
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Posted March 4, 2010 by ac in Programming

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GLGraphics 0.9.3   15 comments

After a long pause, I’m back to the blog. This time, to mention a new package of the GLGraphics library, 0.9.3, that I uploaded to sourceforge just a few days ago. Download link here.
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Posted February 4, 2010 by ac in Programming

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GLGraphics 0.9.2: better integration with Processing camera (and more)   13 comments

This new release of GLGraphics (0.9.2, Update: use this other package if you need a Java5-compatible version) includes a couple of exciting new features/improvements. First of all, code using GLModels (the class that stores 3D models directly in the GPU memory for fast rendering) can be safely mixed with the default Processing methods for camera and viewport handling. Secondly, the API of the GLModel class has been expanded with many utility methods to load data into a model (this includes the possibility of loading an entire model from an xml file). And finally, a new class called GLModelEffect encapsulates shaders that are applied during the rendering of a GLModel. This allows for effects like bump mapping, toon shading, fur rendering, etc. Read the rest of this entry »

Posted October 26, 2009 by ac in Programming

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