Shadow, Glare

cybero's picture

Shadow, Glare by Erin Sheriff from triplecanopy, a serious desktop toy, just try running it for a few idle minutes.

Programmed by Seth Erickson .

Simple but enigmatic :-).

I'm half expecting a slow moving massive spaceship over my shoulder when the shade rolls over the screen •~

Employs a QC file as an integral part of its operation.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

cybero's picture
Re: Shadow, Glare

What Shadow, Glare does; the shaded area moves over the screen.

It's oddly 'real'

:-)

PreviewAttachmentSize
shade.png
shade.png234.28 KB

gtoledo3's picture
Re: Shadow, Glare

What are you supposed to do to download it?

mattgolsen's picture
Re: Shadow, Glare

http://canopycanopycanopy.com/9/shadow__glare

Scroll it all the way to the right.

gtoledo3's picture
Re: Shadow, Glare

Ohhhh.... I was supposed to read that stuff! ;)

cybero's picture
Re: Shadow, Glare

Just found that running Shadow, Glare whilst offline rendering an OpenCL and ParticleWarfare based composition in Quartz Crystal forced a Restart Screen.

I think I'll avoid running those two applications together.

dust's picture
Re: Shadow, Glare

cybero have you been able to get the particle war fare working in conjunction with CL ? im thinking franz is using cl thats why im having problems trying to run both ????

cybero's picture
Re: Shadow, Glare

Well just think OpenCL kernel to create an image emitter.

Then x, y structure queued from l,r peaks to _1024 plugin. Also a CL kernel that can hook up to create x,y ,z structure, the x,y can be fed through to the plugin. Alternate image feed from Audio Tools waveform image to alternate emitter.

The crash is because of doing offline rendering of just such a composition whilst concurrently running Shadow, Glare.

Franz might be using CL, I thought he was using ObjC actually and OpenGL, though that's something he can confirm.

Check if any of your kernels are running problematically by means of elimination. I don't think that the _1024 plugin works badly per se with offline rendering or OpenCL, otherwise I would not have achieved success with CL image emitter to _1024 plugin before now.

The way that my current comp pipelines, it probably doesn't give up something that Shadow, Glare is asking for when the comp is being offlined.

Just my guess and also the fact that QC and Shadow Glare were top of the Console listed items. :-)

franz's picture
Re: Shadow, Glare

nope, I'm not using openCL in ANY of _1024 plugs. I'll stay away from CL'bugs as long as I can, I've got enough troubles with my own ... _1024_ParticleWarfare uses buffer representation for images, which means that images a transferred on the CPU-main memory. This might be the cause of some problems when using long chains of GPU-filtered images, then transferring back ... (hence obviously some ordering issues, but I'm no expert on that matter).

cybero's picture
Re: Shadow, Glare

Thought it wasn't OpenCL in the _1024PW plug.

Also thought the problems I had were produced by my means of construction [in effect].

Thanks for the confirmation.

dust's picture
Re: Shadow, Glare

thanks franz was trying to use some cl particles with particle warfare and I guess my gpu and CPU where so taxed I was getting a black screen