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ziviDomeLive 1.5.0

ziviDomeLive splash

ziviDomeLive is a Processing 4 library for real-time fulldome, monoscopic VR, and immersive installation graphics. It combines scene lifecycle management, independent Standard and spherical rendering, domemaster calibration, and optional NDI, Syphon, or Spout output routing.

Version 1.5.0 consolidates the mature 1.x architecture. It preserves the public zividomelive facade and legacy ViewType order while adding RenderMode, centralized render requirements, predictable lifecycle ownership, quaternion spherical controls, and observable output states.

Start Here

  1. Review the system requirements and dependencies.
  2. Install the packaged library using the installation guide.
  3. Build a first scene with the quickstart.
  4. Choose between independent routing and dedicated rendering in Render Modes.
  5. Learn the control panel and spherical calibration.
  6. Review the 1.5.0 release notes before upgrading an existing sketch.

Stable 1.5 Contracts

  • Scene.sceneRender(PGraphicsOpenGL) receives an open render target; the library owns beginDraw() and endDraw().
  • RenderMode.FULL is the default and preserves independent preview/output routes.
  • Standard rendering is independent from spherical cubemap capture.
  • Spherical pitch, yaw, and roll compose shortest deltas into one normalized quaternion; their facade values remain control accumulators.
  • Domemaster FOV is 0..360 with default 210.
  • Domemaster Size% is 0..100 with default 100.
  • Output-resolution presets are 1024, 2048, 3072, and 4096.
  • External output publication is disabled by default.

Rendering Domains

STANDARD
Scene -> StandardRenderer -> Standard target

SPHERICAL
Scene -> six cubemap faces -> equirectangular -> domemaster
                          \-> cubemap layout

The spherical topology above remains an internal 1.x implementation detail. It is not a promise that future major versions must use PGraphicsOpenGL[] or derive domemaster from equirectangular output.

Qualification

The Java suite validates API, state, lifecycle, routing, math, metadata, and release contracts without requiring a GPU. Start with the rendering architecture, then use the CalibrationTool protocol and release-readiness checklist on qualified hardware. No golden image is manufactured by the repository.

See the known issues before deploying to production.