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beta9

Important changes from beta8.1 to beta9:

Renderpasses and Priorities

The whole "renderpass" and "priority" thing has been removed, it was replaced by the "layer" system. So the first thing you´ll experience is that nearly all of your old patches and modules will not work as expected. You need to change them by hand. Sorry for the inconvenience!

Every object that can be rendered now has a "layer" output pin which needs to be connected to a renderer. In past versions there was a magic hidden connection between render objects and renderers, which was defined via the renderpass pins of the nodes - the new version needs an explicit connection between the two nodes.

In the very likely case that you want to render multiple nodes, you´ll need "group" nodes. With a group node you combine many layers to one and of course, this grouped layer can be connected to another group node and/or renderer. The objects within each group node are rendered from left to right. Note that the output of one group node can be connected to an other group. That makes priorities obsolete and patches more readable.

Your patches will definitely gain some links with this new system. But then in most cases a subpatch with one layer output will help you clean up.

vvvv 33beta9 is a "technical preview": it shows how the completely rewritten rendering system works, and helps us to make sure that everything works as expected. We have not forgotten about all the additional mouseclicks you will need and are thinking about some improvements in the user interface for one of the upcomming versions. And hopefully future versions will be as compatible with each other as you´ve experienced it in the past.

Blend Mode

The default blend mode is Blend. No more automatic add modes, which gets in the way when doing 3d.

Renderer EX9

Format, DepthBuffer, Antialising, Backbuffer Count and Swap Effect can be set to different values for Windowed / Fullscreen. So, if you want to convert old patches, where you e.g. used a depthbuffer:
please turn on the depthbuffer for Windowed AND Fullscreen.

  • D16: 16 bit depthbuffer
  • D24: 24 bit depthbuffer
  • D24X8: 24 bit depthbuffer
  • D32: 32 bit depthbuffer

Other Changes

see Change log

Bug Report

finally we want to invite everybody to write their experience and found bugs in the forum, this is something like a pre-release, and we have to know how it works on different machines and graphics cards, so please write something about your system configuration right to the bugs. please also tell us your results how the new version compares in speed to the older versions.

Things to do after downloading

  • RTFDM !!! means: read the friendly deleteme.txt ;)
  • we included some new girlpower patches and converted all the existing ones to the new layer system. they should help you getting started.
  • don't forget about the help patches. every single one has been converted by hand.

Download

get beta9 at the Downloads site.

anonymous user login

Shoutbox

~5d ago

joreg: @micha_nismus instead of discord, we're using matrix, see: chat

~5d ago

micha_nismus: searching for a public discord server for vvvv

~13d ago

joreg: Join us for the 20th #vvvv meetup on January 19th: https://thenodeinstitute.org/event/20-worldwide-vvvv-meetup/

~13d ago

joreg: @schlonzo re "SDSL support" did you see the Shader wizard? or do you mean something different?

~13d ago

joreg: @LCA not aware, but the HIKVision sdk comes with a c# demo. need help for a commercial project? get in touch via devvvvs@vvvv.org

~14d ago

LCA: Has anyone ever made a HIKVision GigE work with vvvv?

~18d ago

schlonzo: What's the shortcut Anton used? =)

~18d ago

schlonzo: The extension manager for C# projects is an awesome addition! Could you pretty please add SDSL support?

~2mth ago

joreg: For latest #vvvv news, please follow us on #Mastodon https://mastodon.xyz/@vvvv

~3mth ago

manuel: very cool to generate matcap / cubemap for reflections https://cables.gl/p/pDCOCw