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 »
Archive for the ‘vbo’ Tag
GLGraphics 0.9.2: better integration with Processing camera (and more) 13 comments
New GLGraphics introduces model and camera objects 7 comments
Release 0.9 of GLGraphics (which is available for download at sourceforge) finally implements a few new features that I wanted to add to the library for a long time:
- a GLModel class to store 3D objects (including normals, color and texture information).
- a GLCamera class for OpenGL-accelerated viewport transformations.
- fast texture loading in the GLTexture class.
Processing Painter Leave a comment
I have been working since a while ago on a painter algorithm that uses GLSL shaders to handle a particle system in real time. The particles move on the screen, generating an effect that gives the impression of flowing paint. I implemented this algorithm in Processing, and the last week I finally managed to get some time to work on two optimizations to the original version of the algorithm: texture displacement mapping and Vertex Buffer Objects. With these two optimizations, the number of particles that can be displayed at a playable framerate goes from 10,000 up to 100,000. Here is the link.