Comments (8)
@micuat I would also have you try this in 3.4 as this is the release that caused the problems for me. which may shed light on where/which build the "not" expected results occured.
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@hype I tested it and it runs on 3.4 - so it's not related to the wrapping problem, sorry for the confusion. But reaction diffusion still doesn't run on 3.5.3.
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@micuat I can confirm same for me, I believe this is an issue with jogl jars included with processing, that are somewhat hacked (ie do not exactly correspond to jogl-2.3.2) and this all a bit opaque to all but processing developers.
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@monkstone Do you have any info about those changes?
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Here are the changes https://github.com/gohai/jogl/tree/processing, however I know think its not the jars in this case, but the vanilla processing itself (substituting jogl jars does not fix).
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@micuat I know it's not a fix, but recently I contributed an example how to use Reaction Diffusion in pure Processing:
https://github.com/SableRaf/Shadertoy2Processing/tree/master/examples/reactionDiffusion2Pass
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so I guess it's not really a problem with PixelFlow but because of changes in processing... should we open a separate issue on processing/processing as well??
@morisil cool, I'm just curious if you are using original pgraphics (unsigned char) or you somehow make a buffer with floats.
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@micuat Yes, the original PGraphics. Apparently 8bit color is good enough for this particular reaction diffusion. But the lack of floating point textures is the reason I am switching in many cases from Processing to OPENRNDR:
See also my contribution here for comparison:
https://github.com/openrndr/openrndr-tutorials/blob/master/shader-shadertoy-002/src/main/kotlin/Example.kt
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