All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Here we write upgrading notes for brands. It's a team effort to make them as
config = { //SAMPLE OBJECT - replace this with your data object | |
stroke: 2, //svg stroke value | |
opacity: 0.3, //0-1 | |
offsetX: 120, //px | |
offsetY: 80, | |
fontWeight: 400, //css font-weight | |
fontSize: 12, //in px | |
changePositive: '\u25B4', //unicode character for up arrow | |
changeNegative: '\u25BE', //unicode character for down arrow | |
colorBlue: '#1190A3', //all hex colors will automatically use the addColor dat gui function |
#include "ofMain.h" | |
class ofApp : public ofBaseApp { | |
public: | |
ofShader shader; | |
ofEasyCam cam; | |
ofFbo fbo; | |
void setup() { | |
ofBackground(0); | |
ofFbo::Settings s; |
/////////////////////////////// | |
// Exemple | |
/////////////////////////////// | |
Core::ImGuiPlus::StackId oStackId( "Columns" ); | |
ImGui::Columns( 3 ); | |
ImGui::Text( "Header1" ); | |
ImGui::NextColumn(); | |
ImGui::Text( "Header2" ); |
#include "vv_extrudeFont.h" | |
//-------------------------------------------------------------- | |
// Original credits go to jefftimeisten, see https://forum.openframeworks.cc/t/extrude-text-into-3d/6938 | |
// | |
// This method returns a vector containing the vbo meshes required | |
// to render the front, back and sides of each character in the given string. | |
// | |
// @example: | |
// |
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Here we write upgrading notes for brands. It's a team effort to make them as
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CubeScript : MonoBehaviour { | |
public OscIn oscIn; | |
public GameObject go; | |
private float receivedVal; |
// Prototype of standalone node graph editor for ImGui | |
// Thread: https://github.com/ocornut/imgui/issues/306 | |
// | |
// This is based on code by: | |
// @emoon https://gist.github.com/emoon/b8ff4b4ce4f1b43e79f2 | |
// @ocornut https://gist.github.com/ocornut/7e9b3ec566a333d725d4 | |
// @flix01 https://github.com/Flix01/imgui/blob/b248df2df98af13d4b7dbb70c92430afc47a038a/addons/imguinodegrapheditor/imguinodegrapheditor.cpp#L432 | |
#include "Nodes.h" |
/* | |
AUTO-COMPLETE SNIPPETS FOR GLSL WITHIN VISUAL CODE STUDIO | |
Lewis Lepton | |
https://lewislepton.com | |
useful places that i grabbed info from | |
http://www.shaderific.com/glsl | |
https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language | |
plus various other papers & books | |
*/ |
#pragma once | |
#include "ofxWatchFile.h" | |
#include "ofxJsonUtils.h" | |
#define KVCS1(name) kv(name) | |
#define KVCS2(name, ...) KVCS1(name), KVCS1(__VA_ARGS__) | |
#define KVCS3(name, ...) KVCS1(name), KVCS2(__VA_ARGS__) | |
#define KVCS4(name, ...) KVCS1(name), KVCS3(__VA_ARGS__) |