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hamoid committed Dec 26, 2023
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/04_Drawing/C210_Vectors.kt
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```
To generate random distributions of vectors see
[orx-noise](https://guide.openrndr.org/OPENRNDRExtras/noise.html).
[orx-noise](https://guide.openrndr.org/ORX/noise.html).
"""
}
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A repository of ready-to-use filters for OPENRNDR can be found in
the [ORX repository](https://github.com/openrndr/orx/tree/master/orx-fx),
a partial index of the filters can be found in the
[orx-fx chapter](https://guide.openrndr.org/OPENRNDRExtras/imageFilters.html)
[orx-fx chapter](https://guide.openrndr.org/ORX/imageFilters.html)
"""
}
5 changes: 2 additions & 3 deletions src/main/kotlin/docs/04_Drawing/C340_Shade_styles.kt
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geometry. A shade style can affect vertices, fragments or both.
A selection of preset ready-to-use shade styles is provided by
[`orx-shade-styles`](https://guide.openrndr.org/OPENRNDRExtras/shadeStylePresets.html)
[`orx-shade-styles`](https://guide.openrndr.org/ORX/shadeStylePresets.html)
For those interested in authoring shade styles it is helpful to have
some basic understanding of shaders and GLSL.
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* [ShadeStyleGLSL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-draw/src/jvmMain/kotlin/org/openrndr/draw/ShadeStyleGLSL.kt) (JVM)
* [ShadeStyleGLSL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-draw/src/jsMain/kotlin/org/openrndr/draw/ShadeStyleGLSL.kt) (webgl)
* [ShaderGeneratorsGL3.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-jvm/openrndr-gl3/src/jvmMain/kotlin/org/openrndr/internal/gl3/ShaderGeneratorsGL3.kt) (JVM)
* [ShaderGeneratorsWebGL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-js/openrndr-webgl/src/jsMain/kotlin/org/openrndr/webgl/ShaderGeneratorsWebGL.kt) (webgl)
* [ShaderGeneratorsGLCommon.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-gl-common/src/commonMain/kotlin/ShaderGeneratorsGLCommon.kt)
## Vertex and fragment preambles
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/10_ORX/C130_Live_coding.kt
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environment. The `orx-olive` library
simplifies the work to be done to set up a live coding environment. Code
and additional documentation for the library can be found in the
[Github repository](https://github.com/openrndr/orx/tree/master/orx-olive).
[Github repository](https://github.com/openrndr/orx/tree/master/orx-jvm/orx-olive).
## Prerequisites
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/10_ORX/C160_Filters.kt
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The [orx-fx](https://github.com/openrndr/orx/tree/master/orx-fx) library
contains many filters that can be readily used. See the chapter
[Filters and post-processing](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html)
[Filters and post-processing](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html)
for instructions on using them.
A (more-or-less) complete listing of the effects in orx-fx is maintained
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/10_ORX/C170_Compositor.kt
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Blending describes how the contents of two layers are combined in a composite.
The blend functionality `orx-compositor` can be used with any
[filter](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html) that performs a blend
[filter](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html) that performs a blend
operation. The `orx-fx` filter collection provides
[a selection of ready-made blend filters](https://github.com/openrndr/orx/tree/master/orx-fx#blends).
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/10_ORX/C180_Quick_UIs.kt
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`orx-fx` provides.
The guide covers filters in the
[Filter and Post-processing chapter](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html)
[Filter and Post-processing chapter](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html)
and an index of provided filters can be found in
[`orx-filter` index](https://guide.openrndr.org/ORX/imageFilters.html)
"""
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2 changes: 1 addition & 1 deletion src/main/kotlin/docs/10_ORX/C190_Shade_style_presets.kt
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# Shade style presets
The `orx-shade-styles` library provides a number of preset
[shade styles](https://guide.openrndr.org/advancedDrawing/shadeStyles.html)
[shade styles](https://guide.openrndr.org/drawing/shadeStyles.html)
## Prerequisites
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Headless applications cannot draw on the backbuffer, because there
is no backbuffer. In order to draw you need to create a
[RenderTarget](https://guide.openrndr.org/advancedDrawing/renderTargets.html) and draw on it.
[RenderTarget](https://guide.openrndr.org/drawing/renderTargets.html) and draw on it.
Render target contents can easily be saved to file, or rendered to
[video](https://guide.openrndr.org/videos/writingToVideoFiles.html).
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but color buffers have to be configured correctly for such a use.
Note: this mechanism is used internally in
[`orx-kinect`](https://guide.openrndr.org/OPENRNDRExtras/kinect.html)
[`orx-kinect`](https://guide.openrndr.org/ORX/kinect.html)
to process raw kinect data directly on GPU, as the depth readings are
provided as integer numbers in the range
of `0-2047` or `0-4096` depending on the kinect version.
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