Search found 142 matches

by subpixel
Wed Aug 28, 2019 15:52
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 5097

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: 2188

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...
by subpixel
Sat Aug 17, 2019 07:25
Forum: New Features
Topic: Autopilot Column
Replies: 12
Views: 6581

Re: Autopilot Column

Drastic overhaul of Autopilot proposed to handle Group-level and Composition-level Autopilot and other things posted in a new thread:

viewtopic.php?f=6&t=19035
by subpixel
Sat Aug 17, 2019 07:18
Forum: New Features
Topic: Exclude from Trigger Prev/Next/Random Clip
Replies: 0
Views: 2140

Exclude from Trigger Prev/Next/Random Clip

Sometimes I have clips that I only want to play in special circumstances. I don't want them included in Autopilot sequences, nor when using the Previous Clip/Next Clip(/proposed Random Clip) buttons. Creating new layers for these special clips is often inconvenient (maybe very inconvenient if specia...
by subpixel
Sat Aug 17, 2019 05:57
Forum: New Features
Topic: Autopilot Extensions: Separate Mode and Active State, Trigger Buttons, Group/Composition Autopilot and In-Deck Controls
Replies: 1
Views: 1232

Autopilot Extensions: Separate Mode and Active State, Trigger Buttons, Group/Composition Autopilot and In-Deck Controls

Autopilot Mode and Active State Firstly, it makes sense to me for the Autopilot mode (Prev/Next/Random) to be separated from whether it is active (On/Off). For example, the "Random" mode can be selected, but not on. Turning it on and off doesn't change the mode. This way multiple Layers can be turn...
by subpixel
Sat Aug 17, 2019 05:09
Forum: New Features
Topic: Trigger Random Clip Buttons
Replies: 0
Views: 1871

Trigger Random Clip Buttons

Layer Random Clip Button Similar to the Trigger Previous Clip and Trigger Next Clip buttons in the Layer Transition Controls for each Layer in the Deck. When you activate (by mouse click or shortcut), a random Clip from the Layer is launched. Maybe put to the left or right of the existing Layer Pre...
by subpixel
Sat Aug 17, 2019 02:14
Forum: New Features
Topic: Autopilot Column
Replies: 12
Views: 6581

Group and Composition Autopilot

Dedicated Group and Composition Autopilot panels.

Maybe an option to follow Autopilot triggers (clip end) from a specific Layer.
by subpixel
Fri Aug 02, 2019 11:35
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 5097

WIP spxl-resolume-ffgl-source-2019-08-02.zip

Updated Work In Progress spxl-resolume-ffgl-source-2019-08-02.zip Download from http://subpixels.com/resolume/ffgl/wip/ Implemented caching of glGetUniformLocation() results, stored in Param objects: protected: std::string uniformName; GLint uniformLocation; Unfortunately this is only for the Params...
by subpixel
Wed Jul 24, 2019 23:56
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 5097

Re: FFGL 2 SDK

Attempting to read a union member that is not the last one written is undefined behaviour... Is it "more undefined" than re-casting a void* ? Maybe. Is re-casting between unsigned int (32 bits) and a pointer (how many bits?..) "safe"? This is the the way the FFGL interface seems to work. Is there a ...
by subpixel
Mon Jul 22, 2019 12:11
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 5097

Re: FFGL 2 SDK

I've posted my current Work In Progress http://subpixels.com/resolume/ffgl/wip/ spxl-resolume-ffgl-source-2019-07-22.zip - 522 kB Stronger Typing Scoped enumerations replace "static const FFUInt32" definitions for Function codes. Plugin types, Parameter types, Parameter usage, Input status, Plugin c...