Code's a bit of a mess, though. Btw I've tried your Discs implementation and has a strange behaviour, it's different from the original version but I don't understand exactly why. It seems to work pretty well with all the brushes except the poor shaded brush that having no main line is unchanged They are both bzr repositories.
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libreriagramigna.info - a procedural drawing tool - Codea
Two Lives Left on Facebook. Like any other tools, it was difficult to begin with. How do you handle the smoothing on lines?
I especially like your designs for Arthur Christmas. I've checked only with the simple brush.
I'm trying to obtain a balance betweeen smoothness and performance but it's hard, and moreover it's difficult to make something nice with small circles I suspect the details differ but likely only in minor ways.
Okay, try my latest update! Yes, I'd come to that conclusion as well. I needed to blank the saved previous segment when starting a new piece of the line and I had it for BrushEx but not for Brush took me a while to understand the relationship between the brushes.
Club MacStories offers exclusive access to extra MacStories contentdelivered every week; it's also a way to support us directly. The setContext canvas is at the begin of drawand the setContext agin in the draw method before to draw the canvas and the toolbox.
Oooh, while I'm actually drawing then the frame rate shoots down to 15fps. Anyway considering that you're writing a lib that works on codea, I still found pretty strange to see code that works with a different conventions, moreover crawing difficult to integrate faster codea api at least for rects, but if the pros are so many in other situations it could be the right choice.
Harmony, HTML5 Procedural Drawing Tool
Unlock MacStories Extras Club MacStories offers exclusive access to extra MacStories contentdelivered every week; it's also a way to support us directly. An experiment, but after seeing Sketchpad weeks ago, we can't deny that the future of webapps is very bright and promising. Well, thanks, I'll give it a try! I've also added your implementation to MeshCanvas I hope that's fine for you and it's possible to switch between the 2 implementation switching a parameter haromny.
Well, I have to say that your line implementation is really a nice and clever one.
It is then really easy to figure out which vertices lie on which face using modular arithmetic. Federico is also the co-host of AppStoriesa weekly podcast exploring the world of apps. Yes, but my way is better so Harmonh should adapt to it not the other way around.
Btw I've tried your Discs implementation and has a strange behaviour, it's different from the original version but I don't understand exactly why. Consider a real case, when you draw, than you make a mistake and you use the simple brush with white color to erase, then you make a new small correction and so on.
Drawing with Super Sketchy - A free procedural drawing tool
The above shows two paths with thick enough line width to show the effect of the newest code will publish tomorrow. The resize and vertext by vertex access is in fact pretty slow. Shouldn't be hard to implement. I'll throw in some frame rate code to see what refresh rate I'm getting and report back.
The cost of transfering the content of the 'current stroke' mesh to the image used as texture for the first mesh at the end of the stroke instead is pretty high but who really care: I'm now putting your code on iPad in the while so I can check your work.
Btw, with the original code the fps goes under 50 fps only with the brushes that implements the neighbour points connection concept so sketchy, shaded, web, chrome, ecc. The real missing feature is that is not possible to save the drawings once made I really get nervous each time I have to understand how to use a new version system Code is on GitHub.
However, when not actually drawing then it's a full 60fps.