In earlier posts I talked about using Processing to create Cytoscape plugins, and also about the new OpenGL rendering engine for Processing, OPENGL2. This engine introduces several improvements over the original OPENGL renderer, and it is already available in the latest pre-release of Processing, 0194. A few days ago, I put together a simple template project for Eclipse that attempts to make writing Processing-based plugins for Cytoscape a little easier. Now I updated this template to use the OPENGL2 engine as the renderer for the plugin. Download here.
Archive for the ‘Software’ Category
Cytoscape and OPENGL2 Leave a comment
Integrating Toxiclibs and GLGraphics 2 comments
A recent post in the Processing forum discussed the question of how to use GLGraphics to speed-up rendering of geometry created with the Toxiclibs libraries. Toxiclibs is an open-source collection of libraries for computational design, created by Karsten “toxi” Schmidt. It has been used to create really good work, check the community showreel for a compilation of projects made with it. So in this post I expand a little on this topic of integrating Toxiclibs and GLGraphics.
New DMX library Leave a comment
Henri from Mots Cousus released a new library for handling DMX messages in Processing, dmxP512. It is partially based on the proDMX library I wrote a while ago, but supports more DMX hardware (enttec DMX USB PRO and lanbox LCE in its first release) and also adds things like buffering to prevent network/serial congestion. So basically dmxP512 replaces proDMX, which I don’t expect to develop any further.
Integrating Proscene and GLGraphics 4 comments
Jean Pierre Charalambos recently released the version 1.0 of his Proscene library. Proscene is a Processing library that handles camera and coordinate system transformations in order to simplify the creation of interactive 3D scenes. In principle, Proscene can use any 3D renderer in Processing (P3D, OPENGL, GLGraphics), but we have been working together to allow for a better integration of Proscene and GLGraphics, in particular for offscreen rendering.
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Triple boot Mac 3 comments
Since my work these days involves cross platform coding on Mac OSX, Linux and Windows, and having a MacBook Pro as the main development machine, I thought it could be convenient to have the three operating systems installed on a triple boot configuration. Running Linux and Windows inside OSX with a Virtual Machine could be an alternative solution, but doing opengl development and testing in the VM might be tricky (although Parallels VM seems ok, for games at least). I eventually decided to take the route of three separate installs (Ubuntu Linux 10.04, OSX Snow Leopard 10.6.4 and Windows 7 Ultimate) on the same machine. After gathering some information online and working through the required installation steps of each system, I eventually got everything working quite well.
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