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Create a Learn page for p5.Framebuffer #1340

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@davepagurek

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@davepagurek

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?

Learn

Feature request details

Ideally this would go over:

  • How is a p5.Framebuffer different from p5.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

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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