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Paul (@pbourke)

Compositions

2 years ago
2 years ago
2 years ago
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Paul commented on Paul's Discussion, “Documentation Suggestion

Hmmm, the formula by which the MousePosition coordinate is transformed is (v+1)width/2 where v is the input to the MousePosition. One kind of needs to understand this to supply the reverse if one wants to use a known coordinate system within the shader.

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Paul posted a new Discussion, “Documentation Suggestion

Documentation Suggestion

Can I suggest the make shadertoy documentation is amended to include a statement to the effect that the mouse position input is scaled by the width (or is it 1/2 the width?) to give the iMouse variables ... not necessarily obvious and tricky to track down since it is done behind ones back. The mouse position input is in Vuo coordinates and iMouse is pixel coordinates, just one (at least me) is not necessary expecting some scaling of node inputs.

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Paul commented on Paul's Discussion, “4K iDome

I guess it was ignoring the rotate flags put in the image by the android phone.

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Paul commented on Paul's Discussion, “iTime in shader

Yes, I believe that was the case.

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Paul posted a new Bug Report, “Change fullscreen status

Change fullscreen status

Status: 

Vuo version: 

OS version: 

  • macOS 10.13

How severely does this bug affect you?: 

●○○○ — Not much; I'm just letting you know about it.

Steps causing the bug to occur: 

Not sure if it's a bug but checking it is doing what was intended by the developer ... doesn't seem like the behaviour many would "like"/"expect". See attached, when Fullscreen input is set to True, things work as expected. But when set as False, the window appears on the primary screen. Would be "nice" if it appeared on the secondary screen.

Screenshots: 

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