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@alexmitchellmus

Compositions

1 year ago
1 year ago
1 year ago
1 year ago
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@alexmitchellmus commented on @Bodysoulspirit's Feature Request, “Background Color - Clear Node

Just another thought, it would be great to be able to also disable window shadows. I know that there is software that can switch this off universally on MacOS- but if we distribute an app it would be cool to be able to control this behaviour.

I can see this being very useful for screen overlays, or non-interactive screen modifiers.

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@alexmitchellmus commented on @bLackburst's Discussion, “Is Vuo ok?

I just made a small donation, so I hope that helps a bit. (at very least office coffee round)

Vuo really is fantastic, and as Paul mentioned is very important for many of us. I look forward to a bright future for Vuo, and hopefully in the not too distant future multi-platform support. (Window most probably would be financially sensible- but Linux for installation playback etc)

I really appreciate the dual license nature of Vuo. It allows us to see aspects of Vuo (source code) and have a connection to the deeper workings of Vuo. Can't wait for Vuo 1.3!

On a side note: HAP playback has made a huge difference to me- as has the amazing work done in completely fixing the x4000 AMD GPU bug!

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@alexmitchellmus posted a new Feature Request, “.dds Compressed Image Format

.dds Compressed Image Format

Just reading a feature of VSXU:

http://www.vsxu.com/documentation/changelog

While you can still use JPG and PNG images, those formats are STRONGLY discouraged.
Instead, you should use the .dds format with either DXT1 or DXT5 compression.

We recommend ImageMagick for converting. In a terminal, just go:

$ convert image.png image.dds

It's that simple.

So why this new format?

Before, the way a texture image was loaded was this (for a 4k/UHD 3840x2160 image):
1. Load PNG compressed data;
2. Decompress PNG into RAM (using 32MB of RAM)
3. Flip the image vertically on CPU (using another 32MB of RAM).
4. Send this data to the OpenGL Drivers
5. OpenGL drivers compress data into DXT1 or DXT5 using up another 8MB RAM
6. OpenGL drivers write the texture to VRAM

Now the process is shorter:
1. Load DDS image into RAM (using 8MB ram)
2. OpenGL drivers write the pre-compressed texture data directly to VRAM

https://en.wikipedia.org/wiki/DirectDraw_Surface

Seems like a really great format to use especially for lower power machines. (If not already implemented)

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@alexmitchellmus commented on @alexmitchellmus's Feature Request, “Python Node

Alastair (@usefuldesign) I know it's yet another language, however python makes trivial many logic based operations in C. So for logic and composition control python is very flexible, just not fast enough for processing large data quickly.

Added to this that python is an extremely popular language- and used in many 3D softwares already.

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@alexmitchellmus posted a new Feature Request, “Python Node

Python Node

This feature request is for a node that is able to accept Python code.

Instead of accepting different input types, (such as lists etc) it may be really useful to simply allow this node to parse Json, as a way of controlling composition flow, etc.

Considering that Python would not be fast enough, (pure Python) for image / audio processing, using Python as a control language for Vuo could make more sense.

There are already many tools within Python to work with Json already, so this could be very useful as IIRC that Vuo already uses Json as the format to connect nodes together?

Also there are many external libraries (such as NumPy) that do allow fast processing of data, so possibly we could access different types of Vuo data simply from the Json string?

Component: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo and Vuo Pro licenses

Complexity: 

●●●○ — A few months of work

Potential: 

●●○ — Could expand community

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