// selfSetup is called when the visual system is first instantiated // This will be called during a "loading" screen, so any big images or // geometry should be loaded here void CloudsVisualSystemFlocking::selfSetup() { debugGridSize = 4096; ps = new ofxBoidSystem(); pointSize = 5.0; redColor = 1.0; greenColor = 0.0; blueColor = 0.0; bUpdateVel = true; bUpdateAcc = true; bUpdatePos = true; resolution = 72; rows = resolution; cols = resolution; ofDisableArbTex(); ofLoadImage(glow, getVisualSystemDataPath()+"images/glow.png"); spriteSize = glow.getWidth(); cout << spriteSize << endl; ofEnableArbTex(); loadShaders(); setupFbos(); setupVbo(); }
void fsExperiments::setup() { gl::disableVerticalSync(); GlobalData::get().mFaceShift.import( "export" ); mEyeDistance = -300; mEffects.push_back( fsExpRef( new Android() ) ); mEffects.push_back( fsExpRef( new Devil() ) ); mEffects.push_back( fsExpRef( new Twister() ) ); setupParams(); setupVbo(); setupEyes(); setupEffects(); Surface headImg = loadImage( loadAsset( "loki2.png" ) ); ip::flipVertical( &headImg ); GlobalData::get().mHeadTexture = gl::Texture( headImg ); //GlobalData::get().mFaceShift.connect(); gl::enable( GL_CULL_FACE ); }