// 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();
}
Ejemplo n.º 2
0
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 );
}