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Increasing Access
p5 is soon adding support for a new type of object, p5.Framebuffer
: processing/p5.js#6072 It isn't obvious to a non-expert when one should use it vs, for example, a p5.Graphics
, and it's also worth showcasing some of its functionality that one might not know they want until they hear about it (e.g. floating point textures.) These topics are a little too big to put in the docs for its methods, so a dedicated learn page seems like the best place.
Most appropriate sub-area of p5.js?
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Feature request details
Ideally this would go over:
- How is a
p5.Framebuffer
different fromp5.Graphics
?- Why might you want to use floating point textures?
- What kinds of things can you do when you have access to depth information?
- How much faster is it to draw to a framebuffer instead of a
p5.Graphics
? - Using a framebuffer texture as data in a shader
- How framebuffers relate to the canvas they're created on
- When to use a framebuffer on a
p5.Graphics
- How do autosizing and fixed sizes work
- How to use cameras with framebuffers
- When to use a framebuffer on a
Some resources to maybe pull from:
- This sketch uses 120 framebuffers to make a "rolling shutter" effect with the webcam, which is able to run quickly even on phones
- This sketch uses the depth buffer to add focal blur
- This sketch implements a particle system with the data stored in a texture
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