Search found 15 matches
- Fri Dec 20, 2024 09:52
- Forum: Developers Developers Developers
- Topic: Resolume MacOS FFGL Debugging
- Replies: 2
- Views: 16390
Re: Resolume MacOS FFGL Debugging
Closer - got it breaking correctly. Just doesn't want to show me any variables once it pauses the debugger.
- Fri Dec 20, 2024 05:13
- Forum: Developers Developers Developers
- Topic: Resolume MacOS FFGL Debugging
- Replies: 2
- Views: 16390
Re: Resolume MacOS FFGL Debugging
I got it attaching at least, yet to make breakpoints happen though.
For anyone else searching:
create daw.entitlements (all one line)
<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "https://www.apple.com/DTDs/PropertyList-1.0.dtd"><plist version="1.0 ...
For anyone else searching:
create daw.entitlements (all one line)
<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "https://www.apple.com/DTDs/PropertyList-1.0.dtd"><plist version="1.0 ...
- Fri Dec 20, 2024 04:58
- Forum: Developers Developers Developers
- Topic: Resolume MacOS FFGL Debugging
- Replies: 2
- Views: 16390
Resolume MacOS FFGL Debugging
Hey guys
I'm trying to debug my FFGL plugins on macos, but it seems like I'm blocked due to Arena having a hardened runtime enabled.
https://developer.apple.com/documentation/security/hardened-runtime?language=objc
The hardened runtime stops me from attaching to it, any way to get that ...
I'm trying to debug my FFGL plugins on macos, but it seems like I'm blocked due to Arena having a hardened runtime enabled.
https://developer.apple.com/documentation/security/hardened-runtime?language=objc
The hardened runtime stops me from attaching to it, any way to get that ...
- Sun Jul 07, 2024 01:46
- Forum: Problems? Bugs? Solutions!
- Topic: Crash on opening Wire project containing ISF shader
- Replies: 4
- Views: 6992
Re: Crash on opening Wire project containing ISF shader
Heres the working version, thought it was only fair since you helpedsipsipsips wrote: Sat Jul 06, 2024 18:06 Changed from i++ to j++ to avoid infinite loop, should at least open without crashing now.

- Sat Jul 06, 2024 23:52
- Forum: Problems? Bugs? Solutions!
- Topic: Crash on opening Wire project containing ISF shader
- Replies: 4
- Views: 6992
Re: Crash on opening Wire project containing ISF shader
Haha true. Thanks! I'm suprised that incorrect shader code crashes wire, thought I must have screwed up something else.sipsipsips wrote: Sat Jul 06, 2024 18:06 Changed from i++ to j++ to avoid infinite loop, should at least open without crashing now.
- Sat Jul 06, 2024 13:16
- Forum: Problems? Bugs? Solutions!
- Topic: Crash on opening Wire project containing ISF shader
- Replies: 4
- Views: 6992
Crash on opening Wire project containing ISF shader
I was working on a shader to do SDF things with the wire point inputs
I was editing the for loops and then it crashed (as it seems to do a lot)
Now, I cannot open the project at all, just an immediate crash.
The project folder is attached.
I was editing the for loops and then it crashed (as it seems to do a lot)
Now, I cannot open the project at all, just an immediate crash.
The project folder is attached.
- Sat Jan 27, 2024 05:43
- Forum: Developers Developers Developers
- Topic: FFGL in Rust + Bulk ISF -> FFGL converter
- Replies: 3
- Views: 96708
Re: FFGL in Rust + Bulk ISF -> FFGL converter
Seems like an awesome idea. I tried porting many of the Vidvox and Shadertoy files into Wire but it's not that easy, to say the least. The simple error messages in the Log don't help most of the times.
I haven't touched Rust yet, but getting started with FFGL is pretty high up my list when I can ...
- Thu Jan 25, 2024 08:43
- Forum: Developers Developers Developers
- Topic: FFGL in Rust + Bulk ISF -> FFGL converter
- Replies: 3
- Views: 96708
FFGL in Rust + Bulk ISF -> FFGL converter
Hey!
I've been working on a FFGL library for Rust. I find it a good platform for high performance computing.
https://github.com/edeetee/ffgl-rs
screenshot.png
I've put in an effort to tidy up the code and make it well structured for someone else to contribute.
So far, I've got it ...
I've been working on a FFGL library for Rust. I find it a good platform for high performance computing.
https://github.com/edeetee/ffgl-rs
screenshot.png
I've put in an effort to tidy up the code and make it well structured for someone else to contribute.
So far, I've got it ...
- Wed Jan 17, 2024 08:30
- Forum: Problems? Bugs? Solutions!
- Topic: [Wire\Arena] Error with unpacking a float texture
- Replies: 5
- Views: 36883
Re: [Wire\Arena] Error with unpacking a float texture
Yea that error about the json comment is weird, because it seems to compile fine. Not sure what is causing that.
It makes sense that it works if you set the isf to write as an 8bit fixed. The error I found is when unpacking a float specifically. I made this minimal example so that you can see that ...
It makes sense that it works if you set the isf to write as an 8bit fixed. The error I found is when unpacking a float specifically. I made this minimal example so that you can see that ...
- Sat Jan 13, 2024 07:10
- Forum: New Features
- Topic: Inconsistent video layering
- Replies: 3
- Views: 11145
Re: Inconsistent video layering
Hey Menno, thanks for your reply.
Removing the # in a name and only having my text still causes my issue.
For example, here is my file before inserting a new layer:
Screenshot 2024-01-13 at 7.06.27 PM.png
As you can see, I have selected 'My layer' as the input for the Video Router.
This is what ...
Removing the # in a name and only having my text still causes my issue.
For example, here is my file before inserting a new layer:
Screenshot 2024-01-13 at 7.06.27 PM.png
As you can see, I have selected 'My layer' as the input for the Video Router.
This is what ...