I've tried the entitlements xml and signing operation. I get
tristram@luxe Resolume Avenue % codesign -s - --deep --force --options=runtime --entitlements daw.entitlements "$AVENUE"
/Applications/Resolume Avenue/Avenue.app/Contents/MacOS/Avenue: replacing existing signature
/Applications/Resolume ...
Search found 17 matches
- Thu Oct 23, 2025 19:30
- Forum: Developers Developers Developers
- Topic: Resolume MacOS FFGL Debugging
- Replies: 3
- Views: 43515
- Tue Sep 09, 2025 18:27
- Forum: Problems? Bugs? Solutions!
- Topic: persistent buffers not 32-bit
- Replies: 5
- Views: 25625
Re: persistent buffers not 32-bit
Fantastic news! Thank you.
checking for update in Avenue is showing me highest available version is 7.23.2 rev 51094.
When is 7.24 to be made available? Or am I missing something?
checking for update in Avenue is showing me highest available version is 7.23.2 rev 51094.
When is 7.24 to be made available? Or am I missing something?
- Tue Sep 09, 2025 18:19
- Forum: Problems? Bugs? Solutions!
- Topic: legal shader crashes Wire
- Replies: 1
- Views: 7128
legal shader crashes Wire
I had a shader source resource with two consecutive semi-colons. Wire crashes with no diagnostic.
- Tue Aug 26, 2025 21:13
- Forum: Problems? Bugs? Solutions!
- Topic: Power node cannot handle negative exponent
- Replies: 2
- Views: 8846
Re: Power node cannot handle negative exponent
Ah, I see what happened. I had
Int In => Power => 1/x.
The result of an Integer negative exponent is rounded to zero as the result of Power is cast to Int. Then the 1/x gives inf.
Working as designed.
David
Int In => Power => 1/x.
The result of an Integer negative exponent is rounded to zero as the result of Power is cast to Int. Then the 1/x gives inf.
Working as designed.
David
- Sun Aug 24, 2025 22:27
- Forum: Problems? Bugs? Solutions!
- Topic: Power node cannot handle negative exponent
- Replies: 2
- Views: 8846
Power node cannot handle negative exponent
in Wire, the Power node returns inf when given a negative exponent.
Negative exponents are a thing. 2 ^ (-1) = 1/2
please fix
Negative exponents are a thing. 2 ^ (-1) = 1/2
please fix
- Tue Jun 24, 2025 06:33
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 123956
Re: Render Passes
I was having trouble, running into a bug where subsequent passes could not read from the target of pass 0. Making target 0 "PERSISTENT": true fixed that problem. more investigations to come...
- Tue Jun 24, 2025 02:10
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 123956
Re: Render Passes
$WIDTH is always (for every pass) the width of the input texture so we have to use $WIDTH/2 and $WIDTH/4 to do the subsequent downsampling.
- Mon Jun 16, 2025 18:07
- Forum: Problems? Bugs? Solutions!
- Topic: persistent buffers not 32-bit
- Replies: 5
- Views: 25625
Re: persistent buffers not 32-bit
This would be great to get fixed.
Because of https://resolume.com/forum/viewtopic.php?p=103010 I do not have a workaround. This second problem makes it impossible to use more than one persistent buffer in multiple passes. I found a nice trick for saving high precision floats in a four component ...
Because of https://resolume.com/forum/viewtopic.php?p=103010 I do not have a workaround. This second problem makes it impossible to use more than one persistent buffer in multiple passes. I found a nice trick for saving high precision floats in a four component ...
- Sun Jun 01, 2025 21:15
- Forum: Problems? Bugs? Solutions!
- Topic: persistent buffers not 32-bit
- Replies: 5
- Views: 25625
persistent buffers not 32-bit
when buffers are marked PERSISTENT, they no longer respect the FLOAT designation, that is, they become 8-bit per component buffers even when FLOAT: true is specified.
In this patch normalized fragment coordinates are stored in a buffer. If they are stored at 32-bit floats, there is sufficient ...
In this patch normalized fragment coordinates are stored in a buffer. If they are stored at 32-bit floats, there is sufficient ...
- Sat May 31, 2025 20:44
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 123956
Re: Render Passes
has anyone succeeded in reading multiple buffers in different passes? I don't believe it works.