Search found 130 matches

by subpixel
Tue Sep 03, 2019 09:54
Forum: Problems? Bugs? Solutions!
Topic: Shortcut - Mode Toggle - Piano - Invert button squashed onto Piano button
Replies: 1
Views: 133

Shortcut - Mode Toggle - Piano - Invert button squashed onto Piano button

The Invert checkbox gets mashed onto the Piano checkbox when editing Keyboard (and MIDI) shourtcuts. The layout fixes itself when you change the mode (away from Toggle and back again, maybe some other operations like resizing the panel width). -spxl 190903 Keyboard Shortcut - Mode Toggle - Piano - I...
by subpixel
Tue Sep 03, 2019 08:31
Forum: Developers Developers Developers
Topic: HSBA Color parameters coming back from host with different values - Resolume v7
Replies: 2
Views: 404

Re: HSBA Color parameters coming back from host with different values - Resolume v7

Answering my own question: Having played with the HSB sliders in the picker widget, it is clear that colour information does a round-trip through conversion to RGB and back to HSB. eg if you have the brightness set to zero, the value sent by Resolume for the saturation parameter is always "zero" (a ...
by subpixel
Tue Sep 03, 2019 08:17
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 13
Views: 2362

Re: how do i debug an FFGL?

Daft question: how/where can one view the console output?
by subpixel
Mon Sep 02, 2019 15:28
Forum: Developers Developers Developers
Topic: HSBA Color parameters coming back from host with different values - Resolume v7
Replies: 2
Views: 404

HSBA Color parameters coming back from host with different values - Resolume v7

Hey Resolume team, I'm debugging an FFGL with a set of color parameters (FF_TYPE_HUE, _SATURATION, _BRIGHTNESS, _ALPHA) and see some unexpected values. I start out with some default values for black - hsba(0, 0, 0, 1) - and Resolume updates the saturation and brightness parameters with small-but-non...
by subpixel
Sun Sep 01, 2019 11:08
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 13
Views: 2362

Re: how do i debug an FFGL?

Where do the printf()'s go to? I think Ronan suggested to the Output window (in Visual Studio), however it doesn't seem to show any plugin printf()s, eg for shader compilation errors.
by subpixel
Sun Sep 01, 2019 09:21
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 2225

Re: FFGL 2 SDK

About the linked list, are you talking about the params in the CFFGLPluginManager class? This list has already been replaced on the repo's master branch. I see the commit on 31 July. https://github.com/resolume/ffgl/commit/3dc3f9f898057431ced63b8d83573534bc7f09c0#diff-a6532080c01377e3971b676fbf9f9e...
by subpixel
Fri Aug 30, 2019 14:59
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 2225

Re: FFGL 2 SDK

tl;dr version: I have gone away and written/changed code to address the issues I originally posted about, some of which have been addressed by Ronan(/others?) in the main branch as a result of the discussion in this thread. I'm a git newb and don't know how to address the mismatched codebase.

-spxl
by subpixel
Fri Aug 30, 2019 14:55
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 2225

Re: FFGL 2 SDK

I initially had questions. I decided to start fixing problems myself, and wasn't familiar with how to contribute to git/GitHub projects, so I started posting my version of the code for other people to view and comment on. In general, looking for a way to discuss ideas, problems and solutions. My int...
by subpixel
Wed Aug 28, 2019 15:52
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 2225

Re: FFGL 2 SDK

After some concerted effort, I have completely replaced the ParamInfoStruct linked list in the SDK with ffglquickstart-like params objects. A vector of pointers is held by the PluginManager class/object and the hassle of passing between the old system and the quickstart system has been eliminated! s...
by subpixel
Sat Aug 17, 2019 08:23
Forum: New Features
Topic: Effect Chaining: Apply effects to effects before blending with source
Replies: 0
Views: 486

Effect Chaining: Apply effects to effects before blending with source

Being able to create a stack of effects is a great feature, however sometimes I want to create compound effects that currently require using Layer Routers and extra layers to control the compositing. What if, instead of blending the result of an effect with the source (Clip, Layer, Group or Composit...