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    OpenGL Texture Support?

    Scheduled Pinned Locked Moved Feature Requests
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    • griffinboyG
      griffinboy
      last edited by

      OpenGL Texture Support?
      It would be nice... ๐Ÿ˜…

      But may be a lot of work!
      Perhaps I am the only one who would want this.

      We already have buffers, and can even generate them using a peak node.
      Theoretically this data could then be passed into a shader.
      This shall likely be my approach for my current project, since I am trying to implement a flexible time graph 'level' visual!

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      • d.healeyD
        d.healey
        last edited by d.healey

        We've had shaders for a long time - https://docs.hise.audio/scripting/scripting-api/scriptshader/index.html

        Won't work on new Apple devices though I don't think as they dropped OpenGL and use Metal instead

        Libre Wave - Freedom respecting instruments and effects
        My Patreon - HISE tutorials
        YouTube Channel - Public HISE tutorials

        bendursoB 1 Reply Last reply Reply Quote 0
        • bendursoB
          bendurso @d.healey
          last edited by

          @d-healey said in OpenGL Texture Support?:

          Won't work on new Apple devices

          Are you sure? I made a plugin with a shader and works on my Mac mini M2.

          d.healeyD 1 Reply Last reply Reply Quote 0
          • d.healeyD
            d.healey @bendurso
            last edited by

            @bendurso not sure at all ๐Ÿ˜€

            Libre Wave - Freedom respecting instruments and effects
            My Patreon - HISE tutorials
            YouTube Channel - Public HISE tutorials

            Christoph HartC 1 Reply Last reply Reply Quote 0
            • Christoph HartC
              Christoph Hart @d.healey
              last edited by

              @d-healey opengl is still supported on macOS but thereโ€˜s no guarantee on how long this will be the case.

              Textures cannot be loaded to the shader because the shaders in HISE are fragment shaders and you need vertex shaders for this, but you can pass around a buffer as uniform data and visualize it in the fragment shader.

              1 Reply Last reply Reply Quote 1
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