![]() ![]() Alley runs entirely in Vulkan and does not use OpenGL anymore. Alleyīye Bye OpenGL, Hello □ Vulkan We are transitioning away from OpenGL to Vulkan which is a much newer cross-platform graphics API. This change might be a tad bit confusing for early adopters, but in our experience this workflow makes more sense and is much easier to teach to new users. The to float2, to float3, to float4 and to texture nodes allow you to convert one type to another. Nodes like Float2, Float3, Float4 and Texture allow you to construct that type out of smaller types and essentially replace the Pack node’s functionality. Therefore we are moving to a more logical system of constructors and convertors. We found that many new users found the Pack node confusing and as we are introducing new types the Pack node required a lot of maintenance. But the Int In is much more flexible in the values that can be assigned to the options and the UI is much cleaner.įloat and Texture Constructors & Convertors As stated in the previous bit, we are also deprecating the Pack node. By adding option counts you can create button and drop-down menus like the Choice In node did. The Choice In node is no longer needed as the Int In node now can function as a Choice In node. Deprecation means that the nodes still work, but cannot be created anymore. Rotation is now also going in the other direction, so a negative value is now rotating clockwise, this follows the industry standard for a right-handed coordinate system.Ĭhoice In Deprecation & Suffixes This update deprecates two nodes: Choice In and Pack. When loading an older patch we convert the patch and possibly insert a node or two automatically to make sure your older patches still work as expected. So we changed this to follow industry standard and common sense, entering a negative Y value now moved objects down in Wire. Translation & Rotation Flip Previously, entering a negative Y value in a Transform or Move node moved a shape up, but this is not how most other software works, and it makes more sense to move an object down when entering a negative value. The introduction of Camera 2D also updates the Shape Render to include a camera inlet. ![]() Learn all about them in the brand new Mesh2D example in Wire. The 2D update introduces a lot of new types like Geometry2D, Camera2D, Material, Mesh2D, Transform2D and Box2D. This opens up the doors to custom cloners, insane repeat effects, rudimentary particle systems and funky pattern generators. Make sure to check out the Attribute Flow example in Wire.ĢD Meshes Say hi to 2D meshes! Hi 2D Meshes! Meshes allow you to project a material onto geometry. This is a huge update to Wire and will make patches much more scalable. Which means you can dynamically change the size of nodes like Linear, Sequence, Random, Buffer and Expand. Attribute flow allows you to change the attributes on nodes. It’s made in Wire of course so you can also clone this cloner to make your own cloner :clown:Īttribute Flow There’s a new flow in town! Attribute flow has joined signal and event flow and is indicated by a diamond-shaped inlet/outlet. The Grid Cloner has some cool shifting parameters, so make sure to give it a try. ![]() Grid Cloner The Linear Cloner and Radial cloner got a new sibling called the Grid Cloner. Made alpha output optional and NDI outputs are now identified to run at the composition frame rate. NDI Improvements We fixed a handful of NDI bugs, updated to the latest 5.5 SDK, optimized the formats to YUV instead of RGB so it’s now faster and uses less network bandwidth. The fix list can be found below, but we had to trim it a bit as over 300 issues are solved in this release. And 7.14 also contains tons of bug fixes for all Resolume products. Alley has a completely rewritten rendering and video playback engine using Vulkan instead of OpenGL. Wire gets an all new Attribute Flow & 2D Meshes so you can create very fast cloners yourself. 7.14 improves NDI network streaming and adds a spanking new Grid Cloner effect for Arena & Avenue. ![]()
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