10.4

Mac OS X 10.4 (Tiger)

waveform lines (Composition by dust)

Author: dust
License: Public Domain
Date: 2012.04.27
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
Kineme Audio Tools

here are some waveform visualizations. they show you how you can use kineme's audio tools to generate waveform from a stock line patch. the inspiration for this comes from tb's classic sound flower patch which is probably one of my all time favorite patches. http://machinesdontcare.wordpress.com/2008/10/28/tb-soundflower/

Outdoor Scene (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial-NoDerivs
Date: 2012.02.23
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a scene made with QuartzComposer. I wanted the geometry to be as minimalistic as possible and still convey the feel of an outdoor setting on 3 axes.

Cube Illusion (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NonCommercial-NoDerivs
Date: 2012.01.12
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

Starfield Parallax (Composition by smokris)

Author: smokris
License: MIT
Date: 2011.11.02
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

A demonstration of a few concepts:

  • Generating, manipulating, cropping, and rendering an image with infinite dimensions
  • Using the mouse to drag an object

Dither Circles (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NoDerivs
Date: 2011.10.08
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

I was looking at Toneburst's port of a webGL crosshatch shader, and I thought the idea of writing different fragment colors and maybe shapes, depending on luminance, was really interesting.

I setup this shader to draw circles that are dependent on luminosity from depth channel.

For four steps of depth, you can control the inner/outer color of the circle, control the interpolation between inner and outer color, void out an area in the middle of the circle (or make it bigger than the outer circle radius, to draw a "smaller" dot than the main circle size).

I don't know if it's really appropriate to call it a dither shader at this point, but I did start with the the crosshatch mono - I deleted all of the "if" stuff after each luminance step, and inserted the code to draw the circles, which was based on this example @ http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html

The "inner circle" discards kind of "build up" in steps. So, if the first Circ_Inner has a value, all of the subsequent ones will have holes too - you can "add" in bigger holes, or change inner/outer values to kind of tweak around that. It was easier than setting up more conditional statements, and this was just a fun endeavor anyway. :-)