diff --git a/oscope-of/src/ofApp.cpp b/oscope-of/src/ofApp.cpp index 82f2f12..59f899d 100644 --- a/oscope-of/src/ofApp.cpp +++ b/oscope-of/src/ofApp.cpp @@ -565,9 +565,13 @@ void ofApp::initDemos() { " COPPER LIST IS POETRY EVERY SCANLINE A NEW COLOR " " GREETINGS TO SPACEBALLS AND ANARCHY ", "B", BgKind::Twister}, - {"VECTOR DEMO", 25.0f, all(), SS::Chrome, + {"VECTOR DEMO", 20.0f, all(), SS::Chrome, " VECTOR GRAPHICS BEFORE TEXTURES THERE WAS GEOMETRY ", "C", BgKind::VectorCubes}, + {"PYRAMIDE", 20.0f, polSpe(), SS::Chrome, + " PYRAMID OF MEMORY GIZA OF VECTORS " + " A 4-SIDED MONUMENT FROM 1986 ", "B", + BgKind::Pyramid}, }}; // ─── 2 · C64 LOWLIFE ───────────────────────────────────── @@ -609,9 +613,15 @@ void ofApp::initDemos() { " FULL ACID NEURONS DANCING REALITY MELTING " " THE FILTER OPENS THE FILTER CLOSES " " AND THE HEAVENS SQUELCH BACK ", "H", BgKind::Metaballs}, - {"VORTEX", 25.0f, all(), SS::Rainbow, + {"VORTEX", 20.0f, all(), SS::Rainbow, " DOWN THE SPIRAL YOUR EGO DISSOLVES " " GREETINGS TO MERCURY AND TBL ", "H", BgKind::Vortex}, + {"DNA HELIX", 25.0f, polSpe(), SS::Cascade, + " DOUBLE HELIX OF SOUND THE ACID IS IN OUR DNA " + " A T C G TURNED INTO A B Eb F# ", "D", BgKind::DNA}, + {"ROSACE", 20.0f, polSpe(), SS::Wavy3D, + " K=5 PETALS POLAR ROSE EACH PETAL A KICK ", "H", + BgKind::Rose3d}, {"COMEDOWN", 25.0f, starsWave(), SS::Mirror, " AND SOFTLY BACK TO EARTH " " THE 303 SLEEPS IN ITS CIRCUIT ", "J", BgKind::Caustics}, @@ -1305,11 +1315,9 @@ void ofApp::draw() { if (transitionT_ > 1.0f) transitionT_ = 1.0f; } - // 1) Render scene complète dans le FBO courant (pas directement à l'écran) - if (sceneFboReady_) { - sceneFbo_[sceneFboIdx_].begin(); - ofClear(0, 0, 0, 255); - } + // FBO transition désactivée : provoquait un flip Y des textes (FBO + // rendu top-left vs gl_FragCoord bottom-left). On garde flash + glitch + // postfx qui suffisent à marquer les changements de scène. if (postFxEnabled_) { postfx_.beginScene(); ofClear(0, 255); @@ -1320,12 +1328,6 @@ void ofApp::draw() { ofBackground(0); drawMode(mode_, 0, 0, W, H); } - if (sceneFboReady_) { - sceneFbo_[sceneFboIdx_].end(); - // Composite : si transition en cours, blend prev↔cur via shader ; - // sinon dessine simplement le FBO courant à l'écran. - drawTransitionComposite(W, H); - } if (showGui_) { gui_.draw();