R: Rejected

host command patch

I don't know if this is possible (because interpret VS compile concept).

A QC patch that request a NSData with a protocol and a method from the host that embed a QC composition.

Inputs/outputs : String>>>>protocol String>>>>method>>>>return a NSData Index>>>>evaluate (realtime or on start or on request) Boleen>>>request

Regards.

Image to DataStructure Patch

Hi all I'm curently using the Image pixels patch (built in) to read pixel data from an image. However this patch is EXTREMELY slow, as it has to be placed within an iterator (it returns the value of only 1 pixel). Having a patch that takes an image input and outputs a float structure in a friendly format (as discussed in the structure thread), would be overkill. This would actually mimic the MaxMsp JITTER Matrix bevahiour, which is , apart from being still slow in some situations, an uber-efficient paradigm. (interpret everything as an image, then use image data to drive nodes)

I know this is a duplicate of some already existing feature, but just set in a convenient manner, so this is not high on my request list.... Anyway, if you ever got the time....

Please note that i'm filing this request while keeping on the view the recent discussion we had about iterators (and their lack of speed) and spreads. Yes, this datastructure would be spread-wise....

See M. Oostrik's Image PixelS patch: [http://www.oostrik.net/blog/?p=129](http://www.oostrik.net/blog/?p=129)

Multi-Pass GLSL Shader Patch

No idea if this is possible as a QC patch, but it would be incredibly cool to have support for multi-pass GLSL shaders in QC, so that the the geometry of one shader could be passed to another.

It would also be great to be able to run multiple GLSL patches at the same time (in an Iterator, for example), and have the geometry from all the instances combined into a single 3D scene (it's currently only possible to run multiple GLSL patches if you place each inside a Render In Image patch, and then of course, they're effectively all 2D images, rather than 3D objects, so can't be drawn convincingly together). This is possible in VVVV on the PC, and I've seen multi-pass GLSL shaders working in RenderMonkey, so I know it's theoretically possible, at least in OpenGL on Windows.

Cheers,

alx http://machinesdontcare.wordpress.com

Kineme GL code Tool

I was thinking about a cool patch and a really cool challenge for you :)

A GL code patch ... This patch will work like javascript, GLSL and CI patches. With dynamic input and code in the setting. I think it will be more efficient in term of speed to draw multiples lines, polygons, or points than to do it with an iterator or multiple patches...however it will be very usefull to test code and a wonderfull open GL newbies tool....

Do you it will be difficult to to it ?

regards.

yanomano

Sparkle isn't multi-thread safe

KinemeCore uses a heavily modified version of Sparkle to update plugins. However, I've been suspecting that it's making mistakes for a while. Today, with the release of GLTools 20071119, I've been able to demonstrate this suspicion.

Looks like even more modifications are in order... sigh Sparkle 2 can't come soon enough...