Get a spinning beach ball for a second or two, then nothing.
Have you found a workaround?:
Strange, upgraded from 2.0.0 to 2.0.1 yesterday. All working, or so it seemed. this morning no composition can be played from editor. Even the simple one attached created from scratch. I have removed modules directory from the user library application support .... there are no Vuo crash logs from today. Rebooted, no change.
Is 2.0.0 still available somewhere?
For my current use case I have realtime graphics being created by Vuo on a secondary screen that is projected, this is what the audience sees. I wanted the operator (teacher) to be able to feed text questions into the realtime graphics.
I accept there is a performance hit with this approach.
Isn't the equirectangular solution already also going to be a 6 camera pass? Or a different method?
With regard to the vertex shader used in the current fisheye node, it unfortunately does not give the correct results, unless it internally tessellates the geometry into very small triangle sections. By "prewarping all the vertices" it assumes that a straight line between two vertices is a straight line in the projection ... true for a planar projection plane but not true for a fisheye projection. So a triangle that occupies a reasonable amount of the FOV the resulting fisheye is incorrect.
Like Jaymie said I guess, they don't know exactly how this will be implemented in Vuo yet, how much manual work we'll have to do ourselves, and what we will need to install. So cross fingers for the easiest most automated way within Vuo (with manual override possibilities I guess is always good).
Based on the underlying code, our node is limited to 180 degrees. The current hemispherical fisheye projection code is based on "Realtime Dome Imaging and Interaction" by Bailey/Clothier/Gebbie 2006. If you can point us to a technique that satisfies your criteria (and also produces the same result for FOV < 180), we’d certainly look at incorporating it. The Vignette Width/Sharpness ports can let you clip to a unit circle by setting both to 1. We’ll take a look at making that clearer in the documentation.
As to the more general fisheye, your composition renders a scene 6 times using perspective cameras, then feeds them to an image filter shader to combine them into a circular fisheye image, then renders them to a window. That's less efficient since it's performing 8 render passes. We think the already proposed FR, Render scenes to equirectangular panoramas and cube maps could be expanded to include circular fisheye. Would that be an acceptable solution?
We are interested in knowing how you would use a text input UI node. As a workaround, perhaps a TouchOSC implementation might work (as in Simple TouchOSC Typewriter). Once we know what you need, we could give you an estimate on commissioning it.