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JoaCHIP

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  1. That would be super cool indeed. And hopefully an API that allows for fast languages like C++ rather than Python. See also: https://forum.affinity.serif.com/index.php?/topic/70840-affinity-plugin-creation-api-access/
  2. G'MIC (file name: GmicPlugin.8bf) also appears to be using Photoshop's plugin API in order to achieve some degree of compatibility with Affinity Photo. I'm requesting a way to write plugins directly for Affinity Photo's native API rather than something else.
  3. It doesn't work that well, and I haven't figured out why. Generally I haven't had much luck with Affinity's photoshop plugin loader with either my own plugin or others. And because of how ancient and horrible Photoshop's plugin API is, chances are slim that I'll ever figure this out. We really should get rid of it. I'm sure the code quality of Affinity is better, considering that a it's something like a quarter of a century newer.
  4. After having searched in vain, I think this thread is relevant enough to get a bump. I recently wrote a freeware Photoshop plugin using Adobe's ancient and hard-to-use plugin SDK. If I had known how to write Affinity Photo plugins, I would probably have done so instead. Opening up for customer plugins could kickstart an entire community around writing new plugins - both free and commercial ones depending on what various developers decide to do. And this would in turn make Affinity Photo even more attractive. Now, I'm not the world's best C++ developer, so I would probably need to see the source code for an example plugin in order to pull that off. So I suggest putting an Affinity Photo add-on on github or similar site. If it does the following, I believe it would be enough to help devs like me getting started: 1) Adjusting saturation (which would show how to access several color channels at once). 2) Doing a crude blur (which would show how to reach neighbouring pixels). 3) Demonstrate how to make labels, sliders and how to preview the changes the plugin does.
  5. I just tried this function, and one thing surprised me a bit: When turning the "Gamma" to the right, the image turned darker. I guess this may make sense in a print context (increase gamma -> more ink to the paper), but in relation to photo and video stuff, I would always interpret someone telling me to "increasing gamma" as "make it brighter". Then again, Affinity seems to always start with a white background, so maybe I should see things from a print perspective when working with Affinity? I mean, what's the general philosophy one should expect across the entire Affinity application? Print (subtractive color theory) or Screen/photo/video (additive color theory)?
  6. Checking out the beta... looking good...

  7. This may be a matter of screen adjustment vs. how much ambient light is in your work place. In my opinion, the dark gray background of the UI is extremely pleasant. I think it's very well chosen, as a dark UI does not steal attention from the image itself when working with e.g. dark photos (night scenes, low key photography etc.)
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