About filters..

I’m liking the new filters, but I’m not too crazy about how to apply them.
I would prefer a simpler syntax like
 
[lua]object:applyFilter(options) [/lua]
 
where options is something like
[lua]
options={
  filter=“saturation”,
  saturation=.8
}
[/lua]
maybe with a :clearFilter() method to restore the original image.
 
Also, I was wondering, how can I apply more than a filter to an image?
I’ve tried applying a filter and then capturing a screenshot with display.capture, but it’s crashing corona.
Using the new method display.newSnapshot, I’ve been able to apply two filters, but only sometimes (it’s also crashing from time to time).
 
Generally, I’d really like to be able to apply more than a filter at the same time without using display.capture and similar. Maybe with a syntax like applyFilter(filter1, filter2, filter3, …)
where filter1 is a table containing the filter name as well as its params.
 

Ah, and I’d like to have more params for the filters (especially the blur, a radius would be great)

But anyway, good job! Great to see the first steps of Graphics 2.0!

Another thing, filter.contrast does not seems to work (I’m always getting a white rectangle when I apply it)

This is known as multipass filtering, and it’s something I really am pushing the team to get done for the first public release of graphics 2.0

On the subject of multipass filtering: Is this something which will work the same (from the Lua POV) across iOS and Android?

iOS devices have a lot of support for this sort of thing, as we can see in iOS7, but AFAIK Android is woefully underpowered in this area. (Thus, I imagine there are a lot of problems to overcome for you guys.)

just a thought would setting a filters then use snapshot then set another filter work? i know its now ideal but could be a work around until multipass is implemented

Will there be a way to provide custom filters? I assume that filters are implemented as pixel-shaders, will be there a way to provide our own shader-code?

Another thing, filter.contrast does not seems to work (I’m always getting a white rectangle when I apply it)

This is known as multipass filtering, and it’s something I really am pushing the team to get done for the first public release of graphics 2.0

On the subject of multipass filtering: Is this something which will work the same (from the Lua POV) across iOS and Android?

iOS devices have a lot of support for this sort of thing, as we can see in iOS7, but AFAIK Android is woefully underpowered in this area. (Thus, I imagine there are a lot of problems to overcome for you guys.)

just a thought would setting a filters then use snapshot then set another filter work? i know its now ideal but could be a work around until multipass is implemented

Will there be a way to provide custom filters? I assume that filters are implemented as pixel-shaders, will be there a way to provide our own shader-code?

Just tried the new beta…
The multitexturing with normal mapping (normalMapWith1PointLight) is impressive… it’s really going to be awesome to add effects like those to games and app!

One question, besides for normal mapping, are there other uses/options for the table multitextures? Maybe multipass filtering? 

I mean, refeering to this code 
[lua]

local multitexture =

{

    type=“composite”,

    paint1={ type=“image”, filename=“moon.png” },

    paint2={ type=“image”, filename=“moon_norm.png” }

}

local object = display.newRect( 0, 0, 640, 640 )

object.fill = multitexture

object.fill.effect = “filter.normalMapWith1PointLight”

[/lua]

any other options available besides type=“composite” /paint1/paint2/filename?

Thank you

Yes, you can use composites to use the various Photoshop blend modes — I forgot to mention that in my e-mail!

See the “composite” section on: http://docs.coronalabs.com/tachyon/guide/graphics/effects.html

BTW, multipass is something we’re playing with internally — it’s what enables the bloom filter to operate.

Oh I see Walter, yes it’s working…

So testing the new engine… I was moving, using sin/cos, a light on a texture with normal maps when I also tried changing the object.path points in the runtime function.

Daaaamn we can also distort the objects while applying and modifying filters in real time :D… Guys, the graphic 2.0 engine ROCKS! Really impressed :slight_smile:

Yup, I’ve been meaning to talk about 2.5D at the same time you run a filter — do you have a cool sample to share? :slight_smile:

Right now it’s just messy code :slight_smile: But I’ll see if I can do something cool in the weekend

Just tried the new beta…
The multitexturing with normal mapping (normalMapWith1PointLight) is impressive… it’s really going to be awesome to add effects like those to games and app!

One question, besides for normal mapping, are there other uses/options for the table multitextures? Maybe multipass filtering? 

I mean, refeering to this code 
[lua]

local multitexture =

{

    type=“composite”,

    paint1={ type=“image”, filename=“moon.png” },

    paint2={ type=“image”, filename=“moon_norm.png” }

}

local object = display.newRect( 0, 0, 640, 640 )

object.fill = multitexture

object.fill.effect = “filter.normalMapWith1PointLight”

[/lua]

any other options available besides type=“composite” /paint1/paint2/filename?

Thank you

Yes, you can use composites to use the various Photoshop blend modes — I forgot to mention that in my e-mail!

See the “composite” section on: http://docs.coronalabs.com/tachyon/guide/graphics/effects.html

BTW, multipass is something we’re playing with internally — it’s what enables the bloom filter to operate.