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	<title>Comments on: Hack: Force OpenGL anti-aliasing in Processing</title>
	<atom:link href="http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/feed/" rel="self" type="application/rss+xml" />
	<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/</link>
	<description>Computational aesthetics and programming for artists and designers.</description>
	<lastBuildDate>Wed, 28 Jul 2010 09:54:23 -0400</lastBuildDate>
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		<item>
		<title>By: Andreas Wetterberg</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-27283</link>
		<dc:creator>Andreas Wetterberg</dc:creator>
		<pubDate>Thu, 26 Jul 2007 19:41:15 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-27283</guid>
		<description>thanks for that bit of info, David - I was totally wondering about those!?!? That&#039;s some buggy stuff. Can&#039;t wait to try out this bug fix.

andreas</description>
		<content:encoded><![CDATA[<p>thanks for that bit of info, David &#8211; I was totally wondering about those!?!? That&#8217;s some buggy stuff. Can&#8217;t wait to try out this bug fix.</p>
<p>andreas</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: david wicks</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-23523</link>
		<dc:creator>david wicks</dc:creator>
		<pubDate>Tue, 26 Jun 2007 00:45:04 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-23523</guid>
		<description>Thanks for this hack. Works beautifully on my macbook pro. It even eliminates the weird seams that used to crop up between the triangles in a TRIANGLE_STRIP.</description>
		<content:encoded><![CDATA[<p>Thanks for this hack. Works beautifully on my macbook pro. It even eliminates the weird seams that used to crop up between the triangles in a TRIANGLE_STRIP.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: patrik francescato</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-17416</link>
		<dc:creator>patrik francescato</dc:creator>
		<pubDate>Wed, 23 May 2007 14:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-17416</guid>
		<description>thanx 1000000000 MARIUS !!!!

creating hacked PGraphicsOpenGL 4
17.746 [50]
40.08 [50]
42.735 [50]
43.011 [50]
42.735 [50]
43.908 [50]
43.243 [50]
43.716 [50]
43.011 [50]
43.86 [50]
43.431 [50]
44.593 [50]
43.716 [50]
38.059 [200]
21.61 [400]
11.884 [1600]
6.96 [3200]


now it work properly.....finally!
u always over the edge....eheh
see ya bro

Patrik</description>
		<content:encoded><![CDATA[<p>thanx 1000000000 MARIUS !!!!</p>
<p>creating hacked PGraphicsOpenGL 4<br />
17.746 [50]<br />
40.08 [50]<br />
42.735 [50]<br />
43.011 [50]<br />
42.735 [50]<br />
43.908 [50]<br />
43.243 [50]<br />
43.716 [50]<br />
43.011 [50]<br />
43.86 [50]<br />
43.431 [50]<br />
44.593 [50]<br />
43.716 [50]<br />
38.059 [200]<br />
21.61 [400]<br />
11.884 [1600]<br />
6.96 [3200]</p>
<p>now it work properly&#8230;..finally!<br />
u always over the edge&#8230;.eheh<br />
see ya bro</p>
<p>Patrik</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: steve cooley</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-15929</link>
		<dc:creator>steve cooley</dc:creator>
		<pubDate>Wed, 02 May 2007 01:24:19 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-15929</guid>
		<description>Ahh, thank you!  This is amazing!</description>
		<content:encoded><![CDATA[<p>Ahh, thank you!  This is amazing!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Simon</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-15908</link>
		<dc:creator>Simon</dc:creator>
		<pubDate>Tue, 01 May 2007 12:37:15 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-15908</guid>
		<description>Hello Marius!
Thank&#039;s for this, like usual it is really great.
But, because there is always a but, unfortunatly it isn&#039;t functionning for me. 
When I draw something the draw function will erase it in the next frame so except if I draw each object, each frame I can&#039;t do anything.
Here is a small exemple of code where it&#039;s not functionning:
import processing.opengl.*;


void setup(){
  size(400,400,OPENGL);
  background(255);
}
void draw(){
}
float x,y;
void mousePressed(){
  x = mouseX;
  y = mouseY;
  }
void mouseReleased(){
  leaf(x,y,mouseX,mouseY);
  }
void leaf(float x1,float y1,float x2, float y2){
  float dx = x1-x2;
  float dy = y1-y2;
  float d = sqrt(dx*dx+dy*dy);
  float a = atan2(dy,dx);
  float ar1 = random(-2.7,-3);
  float ar2 = random(-.2,-.9);
  float l1 = random(.4,.7);
  float l2 = l1+random(-.2,.2);
  float cx1 = x1+cos(a+ar1)*d*l1;
  float cy1 = y1+sin(a+ar1)*d*l1;
  float cx2 = x2+cos(a+ar2)*d*.3;
  float cy2 = y2+sin(a+ar2)*d*.3;
  noStroke();
  fill(random(255));
  bezier(x1,y1,cx1,cy1,cx2,cy2,x2,y2);
  cx1 = x1+cos(a-ar1)*d*l2;
  cy1 = y1+sin(a-ar1)*d*l2;
  cx2 = x2+cos(a-ar2)*d*.3;
  cy2 = y2+sin(a-ar2)*d*.3;
  bezier(x1,y1,cx1,cy1,cx2,cy2,x2,y2);  
  }

Hope it help you. (I&#039;m on an old PC with winXP sp2, an ATIRadean 9600xt, the last java and the last processing).

Best Regards!!!

Simon.</description>
		<content:encoded><![CDATA[<p>Hello Marius!<br />
Thank&#8217;s for this, like usual it is really great.<br />
But, because there is always a but, unfortunatly it isn&#8217;t functionning for me.<br />
When I draw something the draw function will erase it in the next frame so except if I draw each object, each frame I can&#8217;t do anything.<br />
Here is a small exemple of code where it&#8217;s not functionning:<br />
import processing.opengl.*;</p>
<p>void setup(){<br />
  size(400,400,OPENGL);<br />
  background(255);<br />
}<br />
void draw(){<br />
}<br />
float x,y;<br />
void mousePressed(){<br />
  x = mouseX;<br />
  y = mouseY;<br />
  }<br />
void mouseReleased(){<br />
  leaf(x,y,mouseX,mouseY);<br />
  }<br />
void leaf(float x1,float y1,float x2, float y2){<br />
  float dx = x1-x2;<br />
  float dy = y1-y2;<br />
  float d = sqrt(dx*dx+dy*dy);<br />
  float a = atan2(dy,dx);<br />
  float ar1 = random(-2.7,-3);<br />
  float ar2 = random(-.2,-.9);<br />
  float l1 = random(.4,.7);<br />
  float l2 = l1+random(-.2,.2);<br />
  float cx1 = x1+cos(a+ar1)*d*l1;<br />
  float cy1 = y1+sin(a+ar1)*d*l1;<br />
  float cx2 = x2+cos(a+ar2)*d*.3;<br />
  float cy2 = y2+sin(a+ar2)*d*.3;<br />
  noStroke();<br />
  fill(random(255));<br />
  bezier(x1,y1,cx1,cy1,cx2,cy2,x2,y2);<br />
  cx1 = x1+cos(a-ar1)*d*l2;<br />
  cy1 = y1+sin(a-ar1)*d*l2;<br />
  cx2 = x2+cos(a-ar2)*d*.3;<br />
  cy2 = y2+sin(a-ar2)*d*.3;<br />
  bezier(x1,y1,cx1,cy1,cx2,cy2,x2,y2);<br />
  }</p>
<p>Hope it help you. (I&#8217;m on an old PC with winXP sp2, an ATIRadean 9600xt, the last java and the last processing).</p>
<p>Best Regards!!!</p>
<p>Simon.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: marius watz</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-15878</link>
		<dc:creator>marius watz</dc:creator>
		<pubDate>Mon, 30 Apr 2007 22:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-15878</guid>
		<description>Andreas, I haven&#039;t done trails with OpenGL so I have no experience with that. Do you have some code to demonstrate how it would work properly before the hack is applied? The problem has been confirmed by someone else, but I&#039;m not sure what causes it or how it could be fixed.</description>
		<content:encoded><![CDATA[<p>Andreas, I haven&#8217;t done trails with OpenGL so I have no experience with that. Do you have some code to demonstrate how it would work properly before the hack is applied? The problem has been confirmed by someone else, but I&#8217;m not sure what causes it or how it could be fixed.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: andreas</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-15873</link>
		<dc:creator>andreas</dc:creator>
		<pubDate>Mon, 30 Apr 2007 18:53:48 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-15873</guid>
		<description>Hi, Marius. It has same error like my attempt (the last but one post in the thread). In my sketch I draw a opacity rectangle polygon, with the size of the screen, at the begin of the drawing loop, then I clear the depth buffer and then the rest will be drawn. Normally this would give me trails but in your and mine solution it fails.</description>
		<content:encoded><![CDATA[<p>Hi, Marius. It has same error like my attempt (the last but one post in the thread). In my sketch I draw a opacity rectangle polygon, with the size of the screen, at the begin of the drawing loop, then I clear the depth buffer and then the rest will be drawn. Normally this would give me trails but in your and mine solution it fails.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: lenny</title>
		<link>http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/comment-page-1/#comment-15847</link>
		<dc:creator>lenny</dc:creator>
		<pubDate>Mon, 30 Apr 2007 15:07:54 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/04/30/hack-force-opengl-anti-aliasing-in-processing/#comment-15847</guid>
		<description>i love it. 
thanks a lot.</description>
		<content:encoded><![CDATA[<p>i love it.<br />
thanks a lot.</p>
]]></content:encoded>
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