» OpenGL running inside VVVV
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OpenGL running inside VVVV

elliotwoods, Thursday, Dec 1st 2011 Digg | Tweet | Delicious 7 comments  
u7angel 01/12/2011 - 17:47

where is the image ? there is no proof :)

elliotwoods 01/12/2011 - 17:47

image above now :)

Doesn't support screenshots - hence the manual screenshot.

Just something really simple before going to bed (Quads are internal to the renderer)

Next would be Group node and external draw objects (e.g. Quad, Vertex Buffer Objects, shaders)

Then perhaps Transform compatibility, textures

Interopability with DirectX will be a little over my head (but is somewhat possible)

p.s. vux mentioned he'd done this before.
i'm just happy that i've got a new toy to play with

Why would you do this?

  • Cross-platform (VVVV needs to get it's OSX on, ya hear me :) ?)
  • Geometry shaders (They are pretty useful)
  • Complete control over the rendering pipeline

But seriously

  • VVVV manages so much about rendering, this is only for low level
  • So far I'm using the windows forms wrapper which is fairly slow, fullscreen is proper speed. will get to that later.
xd_nitro 02/12/2011 - 00:06

WOW!

dEp 02/12/2011 - 12:59
elliotwoods said
Cross-platform (VVVV needs to get it's OSX on, ya hear me :) ?)

http://vvvvjs.quasipartikel.at/ please support this
however, ogl in v4 is coooool :)

kiilo 02/12/2011 - 20:43

hi,

back to the root's ~ vvvv on linux opengl yep 64bit of course ~ get allways a nervous breakdown after 20min "vista experience" ;-)

and by the way the puedata community was on search for a replacement of tcl/tk interface ~ VVVV gui fo pd? ~ just a dream ... because i caught myself right clicking in puredata and a pleasing way to keep the "vvvv is not opensource" voices calm down.

wish you well ~ and keep on going
kiilo

elliotwoods 03/12/2011 - 07:05

@dEp - WebGL is a decent graphics pipeline, but then other things will fall short for what i use (threading, devices, system specific features).

I think WebGL is very likely to be the main future of things like VVVV, processing, etc. But there will always be people who want something a bit more low level, and i think i'd end up with that curse myself.

That said, it'd be fantastic to get node compatability with vvvv.js, so full OpenGL pipelines can be run in both exe and js

efe 03/12/2011 - 12:22

Hey Elliot:
this looks seriously good. Keep us posted about the development of this.

Just couple thoughts about the OSX port:
1-Because vvvv has a very minimal interface, i think the porting to cocoa would be quite straight forward. Of course that assumes that most of the UI elements will be done using objective-c.
2-an idea to porting some of the HLSL shaders might be to use Cg (i have taken a look couple times and they are very similar). The negative side is that, as long as i know, cg only compiles with NVidia cards.

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Shoutbox

~14d ago

~17d ago

joreg: The Winter Season of vvvv workshops is now over but all recordings are still available for purchase: https://thenodeinstitute.org/ws23-vvvv-intermediates/

~24d ago

schlonzo: Love the new drag and drop functionality for links in latest previews!

~1mth ago

joreg: Workshop on 29 02: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/

~1mth ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~2mth ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~2mth ago

woei: @Joanie_AntiVJ: think so, looks doable