Search found 48 matches

by Menno
Tue Jul 16, 2019 10:06
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 5
Views: 1074

Re: how do i debug an FFGL?

You cannot start without splash screen. The splash screen should go away when you click though. Maybe simulate a mouse click yourself? enum MouseKey { MK_LEFT, MK_RIGHT, MK_NumKeys }; enum KeyDirection { KD_PRESS, KD_RELEASE, }; void InputDispatch::SendKey( MouseKey key, KeyDirection direction ) { I...
by Menno
Mon Jul 15, 2019 13:34
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 9
Views: 1131

Re: FFGL 2 SDK

Why is this nasty pointer recasting code still all up in my face? (FFGL.cpp) Plugins aren't expected to interact with FFGL.cpp. Plugins are expected to use the FFGLPluginSDK.h as their entrypoint into the ffgl sdk. FFGL's internals require all this pointer casting because ffgl uses an opcode based ...
by Menno
Mon Jul 15, 2019 11:57
Forum: New Features
Topic: FFGL 2.0 backwards compatibility
Replies: 3
Views: 234

Re: FFGL 2.0 backwards compatibility

In Resolume we're using a function to compile and convert outdated shaders, i'll attach it below. We do require shaders to be at least glsl #version 120 and where they're using generic vertex attributes though. If you want to read more about providing generic vertex attributes you can read here http...
by Menno
Fri Jul 12, 2019 11:06
Forum: Problems? Bugs? Solutions!
Topic: Resolume Failed to Initialize
Replies: 2
Views: 89

Re: Resolume Failed to Initialize

The opengl driver could not be found. What GPU are you using and have you installed the latest drivers?
by Menno
Thu Jul 11, 2019 13:37
Forum: New Features
Topic: Animated DMX parameters
Replies: 10
Views: 167

Re: Animated DMX parameters

are you sure though? :roll: We have ideas on supporting dmx clips some time. You'd have clips to which you can add fixtures so you can control their parameters. This is a lot of work though. We dont have a set timeframe on when/if we're going to work on this so yeah for now you're at the mercy of wo...
by Menno
Thu Jul 11, 2019 10:33
Forum: Problems? Bugs? Solutions!
Topic: 7 stuck on splash screen
Replies: 21
Views: 603

Re: 7 stuck on splash screen

I'm trying to figure out what's happening, which is kind of hard as i dont have a machine available that also has this issue. For now it looks like we're not allowed access to the OpenGL context during our startup routine. Can you please tell me how much cpu % and how much gpu % arena is using while...
by Menno
Tue Jul 09, 2019 15:54
Forum: New Features
Topic: FFGL 2.0 backwards compatibility
Replies: 3
Views: 234

Re: FFGL 2.0 backwards compatibility

No we cannot do that sadly :(
FFGL 1.5 plugins are allowed to use OpenGL functionality that the OpenGL 4.1 driver wont allow us to use.

Would a guideline on how to convert glsl 120 shaders to glsl 410 help you?
by Menno
Tue May 21, 2019 10:52
Forum: Problems? Bugs? Solutions!
Topic: NVIDIA Low FPS Issue
Replies: 11
Views: 574

Re: NVIDIA Low FPS Issue

If you want a higher fps than 60 with vsync turned on your need a monitor that has a higher refresh rate. For example a 144Hz monitor. Alternatively you could turn vsync off which depending on the os's window manager will result in either tearing or prerendered frames being discarded.
by Menno
Tue May 14, 2019 15:00
Forum: Problems? Bugs? Solutions!
Topic: Optimalization (something like a problem with advanced output)
Replies: 8
Views: 764

Re: Optimalization (something like a problem with advanced output)

Resolume's output system is single threaded and processes outputs sequentially. That means it's using a single cpu core and only processes a single output at the same time, one after another. This causes these hard to interpret situations when measuring average utilization over a set amount of time,...
by Menno
Tue May 14, 2019 11:49
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 5
Views: 1074

Re: how do i debug an FFGL?

alternatively: in visual studio you can edit your plugin's property pages to launch arena. right click the project > properties > Debugging fill in the command to target the arena executable fill in the working directory to be arena's executable directory this way you can f5 your plugin project and ...