notes from the bigfug

notes from the bigfug

programming light and other strange tales

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Posts tagged cgfx

Twitter Updates for 2009-07-12

Our latest two commissions revealed: http://www.quadratura.info/news/ #
Just finished the VBites media launch party. Much champagne and photos. Will post tomorrow. #
@BrightonNat Good to meet you last night at the vbites, sorry we didn’t get to chat about projections, another time? in reply to BrightonNat #
@vjmorph Not so much these days, it’s all about the CGFX [...]

PatchBox and Twitter (weird features)

It’s an increasingly frequent situation where, having just added some new feature to PatchBox (in this case vector text rendering), it becomes plugged in to a wide range of existing functionality that opens up such a huge amount of possibilities I have to go and sit in a dark room for about an hour.
Well, not [...]

Pictures from the Quadratura Labs

Some eye candy from the last week’s developments!
     

Twitter Updates for 2009-05-27

http://twitpic.com/60f93 – Freaky CGFX projective textures in PatchBox! #

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Twitter Updates for 2009-05-24

Barring bug fixes, I believe I’ve completed PatchBox’s OpenGL/CGFX/SAS implementation! Super yay! #

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PatchBox r287 – Painting With Light

PatchBox is becoming quite the powerful tool for architectural video mapping but sometimes even I miss a certain sense of immediacy that I’ve grown accustomed to from my years of VJ’ing.
It was with much delight then that I received a link from my old chum (and favourite Stylophone player) Tom Hume last week pointing me [...]

Twitter Updates for 2008-09-30

Implemented a whole bunch of blending modes into a CGFX shader and added HSL processing too #

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The Eye-Sphere (weirds me out) and Cheap Shadows

Am just ironing out a few minor niggles in PatchBox and creating a few extra scripts and shaders before we pack up for the event tomorrow.
The Eye-Sphere image is absolutely nothing to do with it, but it’s kind of strange…
The latter shows a cheap shadow shader effect I came up with that draws an offset [...]

PatchBox r281 – Shaders galore and Relief Mapping

PatchBox r281 with Relief Mapping
I’ve now replaced all the fixed-function rendering in PatchBox with CGFX shaders!  This means that every pixel drawn to screen is now configurable – even in edit mode.
Also did some more work on my CGFX shader implementation, adding support for more semantics, and calculating bi-normals and tangents for the quads, which [...]

PatchBox r249

Lots of work done on PatchBox over the past couple of weeks, and I was finally able to test it out with a TripleHead2Go, which worked seamlessly outputting to three projectors at 1024×768 at 50 FPS.

Re-wrote the task scheduler to be more extensible.  This has enabled a ‘job’ to be wrapped in a (sub)classed object [...]