Search found 75 matches

by Menno
Thu Jan 16, 2020 12:36
Forum: Problems? Bugs? Solutions!
Topic: I have this thing with A7....
Replies: 41
Views: 10602

Re: I have this thing with A7....

These are our current steps to reproduce: 1. create a new composition, drop Video and AV footages to layers 1,2 and 3. Make some DXV HQ, aplha and non alpha. The video below shows a DXV HQ non alpha flickering. 2. Open ASS, create a new preset and set to an external screen. 3. play all footages once...
by Menno
Mon Jan 13, 2020 12:19
Forum: Problems? Bugs? Solutions!
Topic: I have this thing with A7....
Replies: 41
Views: 10602

Re: I have this thing with A7....

I'm currently investigating this issue and the crash is occurring inside the NVidia driver. The driver is supposed to inform us when it encounters an issue, but instead it crashes. However, this issue does not happen with Arena 6, so there must be something that Arena 7 is doing that triggers this i...
by Menno
Mon Nov 18, 2019 10:23
Forum: Problems? Bugs? Solutions!
Topic: Resolume eating all GPU memory, Spout, Directx9
Replies: 19
Views: 3459

Re: Resolume eating all GPU memory, Spout, Directx9

We're using glReadPixels into a pbo. I dont know what "failing to download textures at max bandwidth capacity" means. Are you saying you're getting OpenGL errors somehow? If it's just performance problems you're having then you probably need to do some pipelining so that you're not transferring the ...
by Menno
Thu Oct 17, 2019 16:27
Forum: Developers Developers Developers
Topic: plugMain() not called with FF_PROCESSOPENGL
Replies: 2
Views: 5519

Re: plugMain() not called with FF_PROCESSOPENGL

This is not something we have to explicitly allow under once circumstance or another. Plugins aren't provided guarantees that they get a FF_PROCESSOPENGL opcode for every instance that's being created (not even if their initGL was a success). As a result, plugins need to be sure that they're resilie...
by Menno
Mon Sep 30, 2019 17:04
Forum: Problems? Bugs? Solutions!
Topic: Emergency help,about Artnet wiz Arena 7.0.2 in window 10 professional version
Replies: 12
Views: 2224

Re: Emergency help,about Artnet wiz Arena 7.0.2 in window 10 professional version

This error is only shown when the operating system doesn't provide the functionality that we need in order to support artnet. Microsoft tells us that the functionality is available since "Windows 8.1, Windows Vista". If you're running on a windows server it's supported since "Windows Server 2008". H...
by Menno
Mon Sep 23, 2019 09:56
Forum: Developers Developers Developers
Topic: Write To Texture
Replies: 4
Views: 3484

Re: Write To Texture

Yes you will want to use OpenGL's glTexImage2D function.
This tutorial contains a description on how to load textures: http://www.opengl-tutorial.org/beginner ... ured-cube/
by Menno
Fri Sep 20, 2019 16:10
Forum: Developers Developers Developers
Topic: Write To Texture
Replies: 4
Views: 3484

Re: Write To Texture

FreeFrame 1.0 is no longer supported so there's no cpu processing for images anymore. You need to use OpenGL to render textures. You can start by looking at the AddSubtract effect for example. When you're following an OpenGL tutorial pay particular attention to framebufferobjects, that's what you ne...
by Menno
Tue Sep 03, 2019 09:27
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 14
Views: 9599

Re: how do i debug an FFGL?

Resolume targets the windows subsystem and not the console subsystem so it's not created automatically for us by windows. You'll have to dive into the console api: https://docs.microsoft.com/en-us/windows/console/console-reference. Something involving the AllocConsole i think, i'm sure google can he...
by Menno
Mon Sep 02, 2019 15:32
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 14
Views: 9599

Re: how do i debug an FFGL?

Visual Studio does not intercept std::cout or printf, these get sent directly to the console. To print in Visual Studio's Output window you need to use OutputDebugString. If you want consistent behaviour between Visual Studio and xcode you should use the Log function located in FFGLUtilities.h It wo...