Ryan Alexander pointed out that the latest glgraphics release was compiled with JDK 1.6, which creates compatibility problems if you are using Java 1.5 on your machine. This is a good point, so I recompiled the library using the JDK 1.5 instead. Based on Ryan’s suggestions, I also added support for flipped textures in the GLTextureWindow class. The new release of glgraphics (0.9.1.1) incorporating these changes is here.
Archive for the ‘Programming’ Category
Some fixes in GLGraphics Leave a comment
Fresh releases of GSVideo and GLGraphics 31 comments
After taking some time off from gsvideo and glgraphics (in order to finish my MFA project at UCLA), finally had the chance to go back to coding and prepare new releases of both libraries (glgraphics 0.9.1 and gsvideo 0.6-pre0).
I’d say these both releases are more in-progress snapshots than finished versions, fact accentuated in gsvideo by calling it a “pre” release (expect more of these to come in the near future :-))
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Andiamo reference manual – Part 6 2 comments
I’d like to conclude this reference by briefly discussing a the objectives of Andiamo. Its main goal is to serve as an open experimentation and research platform for:
- custom graphical interfaces for live performance.
- real-time editing and mixing of video (live and pre-recorded) using GStreamer.
- techniques of real-time animation using gestural input through graphic tablets and MIDI controllers.
- inter-application communication with the OSC protocol.
- OpenGL-accelerated image filters for real-time processing of video.
Andiamo reference manual – Part 5 Leave a comment
This part of the reference manual focus on the filter layers. A filter layer applies an arbitrary image transformation to the composition stack, by using the output of the previous layer as its own input for processing. The result of the filtering operation is rendered into the composition stack, and can be further processed by filters located downstream in the stack.
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Andiamo reference manual – Part 4 Leave a comment
This part of the reference manual will focus on the drawing layer of Andiamo. This is one of the central elements of the software, at least in terms of live performativity. The goal is to create a system to experiment with real-time drawing which, using hand gestures as the primary input, allows to create spontaneous and dynamic compositions and animations by combining live drawing with looping and by integrating hand-drawn lines and video sources, such as movies or live camera feeds. Part of the inspiration for this integration between video and drawing comes from tools such as rotosketch, created by Zach Lieberman, Scott de la Hunta, and Susan Rethorst, from the use of the technique of rotoscoping in film and animation, as well as from my own past experiences in the theater and performance using moldeo as the software for live interpretation.
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