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enhancements for livecoding #167
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Remember... FragM is a GLSL development environment not at all designed for live coding or performance presentation at a live gig. I've seen some live coding tools but they usually have the code editor superimposed on the shader output, re-compiling with every keystroke. Personally I don't want to go down this road, FragM shaders are very large and not intended for quick display, rather, it's designed to accumulate pixels in 32bit buffer for photo realistic scenes. And, to render frames for post processing into a mix with live footage. I strongly feel that a purpose built app would serve this task much better than trying to hack FragM. |
...but to do anything with this mode you need a LOT of number crunching power like a Titan V or A100 or... maybe shadertoy.com would be better, it has audio and other capabilities built in already or... https://github.com/kazzy2501/glsl-livecoder might be a better starting point to develop what you are after. |
I won't make a pull request for the branch containing the commit with the fix (see above) because it also contains the commit that deletes the splash screen (because it was causing segfaults for me). You may apply the commit |
Ah, nice! Misses the code editor though, and I don't have 2 monitors to try it at the moment. |
the textedit widget and the GL widget are tied together you can enable "Auto load on change by external editor" in Edit->Preferences I pushed a splash fix before seeing this... will look at 0f3f442 as "double-buffer shader compiles for more-graceful failure" sounds like it might be a good thing |
...been thinking about this... when working in a development environment I do want "graceful fail" I do not want "fallback to last working frag" because I want to see the results of the bad code failing so that I can fix it, if it keeps running I wouldn't know that the code fails unless I'm watching the log window. it might be advantageous to create a live presentation tool that can use FragM style scripts in a stripped down fashion ie:no fancy gui just the editor widget and the GL widget... or maybe use a midi library to make connections between FragM widgets and a midi control track so you could "play" sliders from a keyboard ??? |
Is your feature request related to a problem? Please describe.
As TOPLAP says:
Currently doing this in FragM isn't so easy due to a small number of small issues.
Describe the solution you'd like
Then there are some relatively simple additions that would further improve things:
uniform int CompileFailures;
anduniform float TimeSinceCompiled;
that counts the number of times shader compilation was attempted, and wallclock time, since this shader was compiled (eg for adding visual feedback for viewers if the log window is not shown, eg red mist descending...) Would need to be opt-in via preferences to avoid clashes with any existing frags out there that might already use these names (unlikely, but who knows).Then some further advanced/niche things while I'm brainstorming just so I don't forget:
Describe alternatives you've considered
Additional context
I was thinking about trying to use FragM live for a gig this Sunday, but the animation stop-and-reset-time-on-error is a show stopper (literally)... so I made other plans for now.
I'll try to fix 1,2,3 myself, 4 might be difficult due to not knowing much Qt, the rest are much lower priority,,,,
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