FxGen is a procedural texture generation library and tool to let you implement high resolution textures that fit in kilobytes in your applications. The principle of FxGen is same as .werkkzeug by farbrausch.
The texture generator is separated into small operators with each their set of
parameters. This operators can be connected togethers by stacking to produce a
final result.
With the game, Roboblitz, using ProFX, the benefits of procedural textures is proven!
FxGen can be used to to recreate textures made in the editor within your projects, using the generation engine library.
Package at => https://sourceforge.net/projects/fxgen/
.Editor
Rewrited for new GUI.
Operators global view display (if any operators out of screen).
New color picker in HLS format.
.FxGenLib
Runtime class creation by modules added (futures plugins .dll, .so ..)
Better FxGen Serialization.
Added Stacked Errors tracer.
.GUI
New GUILib now oriented Cross-platform using OpenGL.
I have worked on my own cross-platform GUI, rendering is done now with opengl for cross platform support.
So why don't use others GUI API?
Previous version of fxgen already use win32 API wrapper classes and all editor's controls are customs. So after some try with widgets or qt4, my feeling is that it's easier and faster to do my editor with more adapted GUI classes to FxGenCore architecture (see PropertiesCtrl...), for QT4 or Widgets that ask me more work but from my previous GUI all that I need is to replace Win32 functions to cross platform form...
So Next FxGen 0.6a version in July.

A failed attempt at making Grass.
As the administrator of the website, Phyco.org, I found this accidental creation to be rather ironic.
Both i386 and x86_64 linux builds are available on svn. The build consists of the FxGen library and two test programs: a command line BMP extractor that is actually the minimal FxGen application and a simple GTK editor, with an example of thread-safe use of FxGenLib.

I've been told that some folks have seen problems with posting to the forum. I've been told that when posting a topic, it did not appear. Please tell me in the comments of this blog entry (if you can, that is), what problems you are having specifically in regards to this issue.
I've looked into this just a little bit, and I've disabled the feature that requires you to review your post before posting. Perhaps some folks were forgetting that they had just previewed their post, rather than actually posting. Likewise, there may have been a bug with the feature itself. I also rebuilt permissions, and hopefully these two things will help with this issue.
Again, let me know if there are any further issues, and if you can't post to this entry, just send your comment via the comments section of my user page.
FxGenLib
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.Removed MS windows dependencies (use of standart C functions)
.GCC compilation support.
.Added textures garbage management.
.Operators graph scanning optimizations.
.Resources detail management
i.e For textures, process them for size * (x0.5, x1.0, x2.0, ...)
.API to use FxGenLib in other applications (games, demos... see 'BMP Extractor' example)
.Vector graphics renderer using 'Cairo'.
.Added and improved operators (SVG support ...)
.see Operators.txt for details.
Editor
---------
.New main submenu items "options" for textures details
.3D textures Visualization.
.Custom popup menu (OpenGL GUI preparation)
.Alpha support for color Type.
Tutorial 1 - Getting started using the editor.
Hey
I'm going to make this first blog post of mine a bit apologetic. I haven't done any work on FxGen lately, basically because I haven't felt like it. :)
I'm still around though and check the forums regularily, so even though I don't code right now, and maybe won't for a week or two, I will be back. By then I'll have a discussion with Johann on how to integrate my new SVG stuff properly. I think a lot of cool stuff will come out of that, so keep your eyes open!