There are x86 and x64 dlls and example files for Touch077 and Touch088 x64, I was a bit lazy to convert the GLSL shader from 088 version to make it work in 077 so it’s using another slower cpu based method in 077, feel free to convert the shader from the 088 file!
And I don’t think you can load .dll in the free (FTE) version of 077.
I didn’t spent much time on this so it’s a bit rough but it sort of works, and it may help those who want to get started with c++ in Touch.
Sweet, when I first checked out Plexus this past winter I thought “Oh I’ve got to build this in Touch” Stoked to check out what you’ve done. I started getting into a little C++ last winter, maybe I’ll be able to add some functionality to this and the Bullet chop when I have some time at the end of the summer.
I have made some enhancements to the DistThresholdCHOP.
It now supports specifying both a minimum and maximum threshold, and an alternate mode where it finds connections from one set of points to another set of points, optionally limiting the number of connections from each source point (though there might still be some bugs with that part).
I eventually rewrote it here: https://github.com/t3kt/threshold, which uses shared code that can work either in a TD C++ chop or in openFrameworks-based C++ applications.
There are still some bugs though. If you want to fork the repo and fix things, you can submit pull requests and I’ll merge your changes into the main repo. Otherwise you should be able to report issues in the repo (probably in the “threshold” one, rather than the older “DistThresholdCHOP” repo), I’ll try to get around to it when I have time.
The debugging process with C++ OPs is rather cumbersome, so at this point I’m leaning towards doing it in a GLSL geometry shader of some sort, though I’m still figuring out how that would work. I also put together a really basic version of it in a ScriptSOP, though it’s way too slow to use for anything big.
File an issue on Github and I’ll take a look https://github.com/t3kt/threshold/issues.
Include as much info as you have such as OS version, TD build number, 32 vs 64-bit, details of error messages, etc.
Aside from reducing the number of input points, I don’t think there’s a good way to get around it.
It’s probably possible to reimplement this whole thing using a compute shader but I haven’t gotten that working yet.
Hi ! Sorry to necrobump this thread but i’m trying to test this custom chop and no lines appear. I grabbed the latest version on github and am using touch 2020.24520. Could this be the update broke something ?
Hello, there were some changes to the instancing, you have to change the instance count mode on lines geo to manual and put op(‘linesChop’).numSamples, the automatic doesn’t work anymore in this case since the instancing attributes are not used (the shader moves the lines in the right place using samplerbuffers).