Search found 152 matches

by subpixel
Mon Jul 22, 2019 11:14
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Re: FFGL 2 SDK

Passing/returning ranges My guess is that calls always check the result as if (result.UIntValue == FF_FAIL) before trying to cast the result as anything else. Shared pointer The pointers in your Plugin subclass can be regular pointers. The (main class) Plugin destructor can clean up the data associ...
by subpixel
Tue Jul 16, 2019 22:14
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Re: FFGL 2 SDK

Maybe when I try putting derived classes in a vector I will find why shared pointers are "necessary"... It has occurred to me that the vector would have to be a vector of pointers, not a vector of objects. I will have to think about this more and find out as I play with it. My previous thi...
by subpixel
Tue Jul 16, 2019 21:30
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Re: FFGL 2 SDK

Pointer recasting in FFGL.cpp : Thanks for the feedback. Passing/returning ranges : The idiom is to return FF_FAIL on error (bit pattern for -1 cast as a uint32), else a pointer to the struct with the data. eg see things like return (char*)FF_FAIL. BeatInfostruct : Don't beat yourself up about it. ...
by subpixel
Tue Jul 16, 2019 04:51
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

ffglquickstart duplicating SDK structures (and data)

subpixel: Is it just me, or is the code in the ffglquickstart more or less duplicating the original structures. Can we not just extend the original structures without keeping separate copies of all the data? It is all very confusing right now. Also, can we do away with the "Ptr" classes an...
by subpixel
Tue Jul 16, 2019 04:33
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

BeatInfostruct

subpixel: SetBeatinfoStruct members should be type float, right? Menno: yes one float for bpm and one for barPhase subpixel: I mean declared as float, not declared as FFMixed. // SetBeatinfoStruct // 2019-07-12 ffgl@subpixels.com - changed bpm and barPhrase types from FFMixed to float typedef struct...
by subpixel
Tue Jul 16, 2019 04:16
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Passing/returning ranges

subpixel: It seems that getParamRange() is using the FFMixed inputValue argument to store the requested data, whereas everything else seems to use the FFMixed retval variable - what gives? Menno: I'm not quite sure i understand what you mean, but the RangeStruct is a complex return type that cannot ...
by subpixel
Tue Jul 16, 2019 03:18
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Pointer recasting in FFGL.cpp

subpixel: Why is this nasty pointer recasting code still all up in my face? (FFGL.cpp) Menno: 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 ...
by subpixel
Tue Jul 16, 2019 02:03
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

Re: FFGL 2 SDK

I was under the impression that the team at Resolume created the latest versions of the SDK. Am I mistaken? Why not just make the changes you want? The change to OpenGL 4 seems to be a major breaking change, so why not change the small stuff like parameter names? PS: In case it didn't come across, I...
by subpixel
Sat Jul 13, 2019 14:37
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36064

FFGL 2 SDK

I have been hacking away at a copy of the FFGL 2 SDK. I have many questions, such as: Why is this nasty pointer recasting code still all up in my face? (FFGL.cpp) It seems that getParamRange() is using the FFMixed inputValue argument to store the requested data, whereas everything else seems to use ...
by subpixel
Sat Jul 13, 2019 13:53
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 14
Views: 28471

Re: how do i debug an FFGL?

Great tip, Menno! I thought there should be some way to do this, but didn't read whatever fine manual exists for Visual Studio. I have addressed this problem by sourcing some code from the interwebs that launches the debugger from within the plugin. Next question: how can we get Resolume to start wi...