[Node Editor] Script Error
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 From:  Frenchy Pilou (PILOU)
9810.9 In reply to 9810.8 
No sorry I have no time in this moment too much things to do! :)

There is also this sort of things ;)

https://www.nodebox.net/node/

https://www.nodebox.net/blog/2013/01/29/kaleidoscope-tutorial.html

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  James (JFH)
9810.10 In reply to 9810.8 
Wayne,

"It has many more features that Max Smirnov removed for compatibility with MoI. WebGL would be nice to have in the Node Editor."

Can you expand on this?

Are you talking about incorporating materials and light effects into NE.
Would there be any implication for modelling?

There are a number of other advancements to litegraph that could be useful inclusions to NE.
I raised this some time ago regarding groups (http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.865) but also UI controls on the node themselves could be a game-changer.



Also, I have been thinking for awhile about how Growth algorithms such as reaction-diffusion may be implemented in NE. These morphogenic (Evo-Devo) styles of motifs are defining characteristic of our contemporary visual culture in much the same way as Mondrian's primary coloured compositions were to International style I modernism.

https://awesomeopensource.com/project/jasonwebb/morphogenesis-resources
https://thecodingtrain.com/CodingChallenges/013-reactiondiffusion-p5.html

The problem being that these algorithms generally deal with pixel manipulation rather than points in space connected by lines.

Having looked again at webglstudio.org I wonder if there could be something akin to its "Visualization" node, in which an algorithm could be run (evolve) and halted at a point of the users choosing, and this node linked to your "ImgSampler" node, to be output as a heightmap?

Anyway, I may be revealing my lack of knowledge here, but is this something that would even be possible someway down the track?

James

James
https://www.instagram.com/nodeology/

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 From:  Michael Gibson
9810.11 In reply to 9810.10 
WebGL is disabled in the WebKit engine that is included with MoI, because of the added size.

- Michael
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 From:  wayne hill (WAYNEHILL5202)
9810.12 In reply to 9810.10 
James,

Take a look at the Node Editor source - core - main.js code at lines 2709 - 2735:

code:

// this file allows to render the canvas using WebGL instead of Canvas2D
// this is useful if you plant to render 3D objects inside your nodes

LGraphCanvas.prototype.enableWebGL = function()
{
	// TODO

	// if (typeof(GL) === undefined) throw("litegl.js must be included to use a WebGL canvas");
	// if (typeof(enableWebGLCanvas) === undefined) throw("webglCanvas.js must be included to use this feature");
	// this.gl = this.ctx = enableWebGLCanvas(this.canvas);
	// this.ctx.webgl = true;
	// this.bgcanvas = this.canvas;
	// this.bgctx = this.gl;
	// GL.create({ canvas: this.bgcanvas });
	// this.bgctx = enableWebGLCanvas( this.bgcanvas );
	// window.gl = this.gl;
}

/**
* marks as dirty the canvas, this way it will be rendered again
*
* @class LGraphCanvas
* @method setDirty
* @param {bool} fgcanvas if the foreground canvas is dirty (the one containing the nodes)
* @param {bool} bgcanvas if the background canvas is dirty (the one containing the wires)
*/



That is why I think it was removed because of increased complexity involved with WebGL drivers.

It would be great to have a 3D rendering node in the node editor, but it is well beyond my skill set to even consider the challenge. Tie it in with, say the https://threejs.org/ library, it could be fantastic.


Edit: Michael - "WebGL is disabled in the WebKit engine that is included with MoI, because of the added size." -- My Moment of Inspiration has faded.

Maybe MoI 5.0? :-)

Wayne

EDITED: 20 May 2020 by WAYNEHILL5202

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 From:  James (JFH)
9810.13 In reply to 9810.11 
Michael,

"WebGL is disabled in the WebKit engine that is included with MoI, because of the added size."

Thank you for the information.
Could WebGl be an add-on for user who choose to download as a separate package?
Again, I may be exposing my ignorance here.

James
https://www.instagram.com/nodeology/
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 From:  Michael Gibson
9810.14 In reply to 9810.13 
Hi James,

re:
> Thank you for the information.
> Could WebGl be an add-on for user who choose to download as a separate package?

I guess theoretically, but it would be something like a customized whole version of MoI, not really just an add-on module.

- Michael
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 From:  wayne hill (WAYNEHILL5202)
9810.15 In reply to 9810.11 
Hi Michael,

Just curious. Is SVG also disabled in the WebKit? Trying to use SVG in the Node Editor with no success so far.

Thank you,
Wayne
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 From:  Michael Gibson
9810.16 In reply to 9810.15 
Hi Wayne, yes that's correct the version of WebKit bundled with MoI has SVG disabled because of its large footprint.

- Michael
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