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@mminer
mminer / Console.cs
Last active March 28, 2024 22:23
Unity script to display in-game debug console. Actively maintained version: https://github.com/mminer/consolation
// NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation.
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// A console to display Unity's debug logs in-game.
/// </summary>
public class Console : MonoBehaviour
{
@wilkie
wilkie / opengl-transparency-demo.cpp
Created September 5, 2012 20:46
Rendering directly to a composited window in vista+ with opengl.
#define _WIN32_WINNT 0x0500
#include <windows.h>
#include <windowsx.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <dwmapi.h>
#pragma comment (lib, "opengl32.lib")
@roxlu
roxlu / SSLBuffer.cpp
Created November 2, 2012 11:38
libuv + openssl + SSLBuffer
#include "SSLBuffer.h"
SSLBuffer::SSLBuffer()
:ssl(NULL)
,read_bio(NULL)
,write_bio(NULL)
,write_to_socket_callback(NULL)
,write_to_socket_callback_data(NULL)
,read_decrypted_callback(NULL)
,read_decrypted_callback_data(NULL)
@roxlu
roxlu / VideoSurface.cpp
Created January 29, 2013 11:25
Fast texture uploads using pixel buffer objects. Improved upload of a 768x1366 texture from 16-20ms to 1-3ms (we can improve the performance a bit more by using GPU default pixel formats)
#include <shared/VideoSurface.h>
GLuint VideoSurface::prog = 0;
GLint VideoSurface::u_pm = 0;
GLint VideoSurface::u_mm = 0;
GLint VideoSurface::u_tex = 0;
GLfloat VideoSurface::pm[16] = {0};
VideoSurface::VideoSurface()
:width(0)
@patriciogonzalezvivo
patriciogonzalezvivo / MakingGeometries.md
Last active June 15, 2024 11:09
Creating Geometries in openFrameworks

Face by Face

void addFace(ofMesh& mesh, ofVec3f a, ofVec3f b, ofVec3f c) {
	ofVec3f normal = ((b - a).cross(c - a)).normalize();
	mesh.addNormal(normal);
	mesh.addVertex(a);
	mesh.addNormal(normal);
	mesh.addVertex(b);
	mesh.addNormal(normal);
@madc
madc / testApp.cpp
Last active May 4, 2019 14:53
Find cam by device name instead of id. (openFrameworks)
string deviceName = "Logitech Camera";
vector<ofVideoDevice> devices = vidGrabber.listDevices();
for(vector<ofVideoDevice>::iterator it = devices.begin(); it != devices.end(); ++it) {
if(it->deviceName == deviceName) {
vidGrabber.setDeviceID(it->id);
break;
}
}
@darrenmothersele
darrenmothersele / gist:7597016
Created November 22, 2013 09:06
Sending base64 encoded data via HTTP in C++ using openFrameworks and Poco Net Libraries
// The main openFrameworks include
#include "ofMain.h"
// Poco is included in openFrameworks 0.8.0
#include "Poco/Net/HTTPClientSession.h"
#include "Poco/Net/HTTPRequest.h"
#include "Poco/Net/HTTPResponse.h"
#include "Poco/Base64Encoder.h"
#include "Poco/Net/HTMLForm.h"
#include "Poco/Net/StringPartSource.h"
#include "Poco/StreamCopier.h"
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active July 16, 2026 07:28
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@genekogan
genekogan / _Instructions.md
Last active September 21, 2024 10:33
instructions for generating a style transfer animation from a video

Instructions for making a Neural-Style movie

The following instructions are for creating your own animations using the style transfer technique described by Gatys, Ecker, and Bethge, and implemented by Justin Johnson. To see an example of such an animation, see this video of Alice in Wonderland re-styled by 17 paintings.

Setting up the environment

The easiest way to set up the environment is to simply load Samim's a pre-built Terminal.com snap or use another cloud service like Amazon EC2. Unfortunately the g2.2xlarge GPU instances cost $0.99 per hour, and depending on parameters selected, it may take 10-15 minutes to produce a 512px-wide image, so it can cost $2-3 to generate 1 sec of video at 12fps.

If you do load the