ziviDomeLive 1.5.0¶

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¶
- Review the system requirements and dependencies.
- Install the packaged library using the installation guide.
- Build a first scene with the quickstart.
- Choose between independent routing and dedicated rendering in Render Modes.
- Learn the control panel and spherical calibration.
- 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 ownsbeginDraw()andendDraw().RenderMode.FULLis 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..360with default210. - Domemaster Size% is
0..100with default100. - Output-resolution presets are
1024,2048,3072, and4096. - 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.