
	
on __down
implemented in GABU_OBJ

GABU is global stuff not aware of GaBuZoMeu
	done before even GA or even GABu_OBJ was used
	should be cleaned and party depreciated slowly (2024 July)
	

document GA:add_ui() GA:add_top

rest.lua
	create a single GA object if ga don't exist
	ga:update()
		buss open/close dance
		update_before() -- empty ?
			-- deal with blob and touch/untouch
			buss_app():update()
				app:update()
		update_after() -- empty ?
		GABU.process_key()
	ga:draw()
		self:reset_draw()
		draw_before() -- empty ?
		self:draw_perlinpinpin_before()
			self:reset_draw( true )
			buss_app:draw()
				app:draw()
			loop bu:draw_uif()
		self:draw_perlinpinpin_after()
		- draw help
		- draw fingers
		draw_after() -- empty ?
		- draw grid on top
		- updraw calage
	if ga have no buss (AAASeed just launched)
		GABU.env_init()


BUSS regrouped un BUSS_APP
	regular 	: all done in BUS:init_begin() or GP:define_mus()
	top 		: Menu
	top_top		: unused for now

	bus in have the BUSS in __up 

GA
	ui_group use to control active/inactive


GP:render()
	MUS:do_render()
		loop on RECTs
			MUS:do_render_pass_rect()
				loop on MU
					if MU:is_render() -- by default if MU slider is > 0
										-- slider can be get by MU:get_slider()
					MU:render( alpha )
						MEU:render( alpha )
							MEU:__begin_meu_render( alpha )
								set self.__alpha_meu
								can be retrieve using MEU:get_alpha()
							MEU:update()
							MEU:draw()
				end loop
		end loop


APP
	APP:update()
		self:update_before()
		self:update_after()

	APP:draw()
		APP:draw_before()
		APP:draw_after()

APP_GP
	APP_GP:update_before()
		gp:update_before()

	APP_GP:draw_after()
		gp:render()		

MUS:create_mu( meu_type, inst_key, label )
	meu = MEU:create( obj, meu_type, inst_key, label, inst_dir )
	mu = self:create_mu_from_meu( meu )
		mu = MU:create( {x,y, sx,sy}, meu )
		meu:__define_bus( true ) 
function MEU.__load_proto( dir, meu_type )
	proto = MEU:create( layers_or_module, meu_type, "proto", "proto_"..meu_type, dirname )
	proto:__define_bus(true)
function MEU:redefine_bus( b_init )
	self:define_bus( b_init )

function MUS:create_mu_from_meu( meu, sx,sy )

BU:set_cur

dealer avec draw_focus_offset_x
seperate V2 et V3 and make it symetric
separate (ui stuff) from BU.lua to make it lighter

tab\["(.*)_bank"\] = (.*)
tab\[".*_bind"\] = (.*)
to
tab["$1"] = { $2, $3 }
	

doc donc forget to call super when doing ipdate and draw in particular for BU subclass
doc uif chapter

TEXS:get_bind_by_name()

aaa.img.make_tex_index()
aaa.img.make_bank_bind_2d( bind )
aaa.img.make_bind_2d( bank, bind )

MEU
document ref and ui
and then ui.tex in particular

get_table_always() document

iq
graphtoy
sun + sky light
gamma .4545
use of step
bounce light

start with extreme colors then tine down
Pythagorean Triples
smin
pow( f(x), a-f(x))

MEU tags:
2d
3D
Art
Camera
Core / infrastructure / AAASeed
CoreGraphic
Depreciated
Device
Draw / Graphic
Experimental
Generator
Geometry
ImageProcessing
Input
Interoperability
Output
Point
Procedural
Proprietary
RenderPass / NDC (light)
Sound
Surface
Text / Font / Typo
Texture
Tutorial
Unfinished
Utility
VJ

c_deformer: deform most of the 3d objects
camera
Texture
light




c_deformer: deform most of the 3d objects
camera
Texture
light
shader
	vertex
	geometry
	fragment
	compute
OpenCl





Meu: Techno
Shader
flex
OpenCl
OpenCV



