Search found 111 matches

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: 9593

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 ...
by Menno
Mon Sep 23, 2019 09:56
Forum: Developers Developers Developers
Topic: Write To Texture
Replies: 4
Views: 10247

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: 10247

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: 28827

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: 28827

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...
by Menno
Thu Aug 29, 2019 10:51
Forum: Developers Developers Developers
Topic: FFGL 2 SDK
Replies: 20
Views: 36388

Re: FFGL 2 SDK

I'm sorry but i'm kind of confused as to what the purpose of this thread is. Do you just want to provide feedback, do you have questions, or is your intention to get some changes pulled into the ffgl sdk? If you want to make changes to the sdk, could you please make multiple issue reports on our git...
by Menno
Fri Aug 23, 2019 14:50
Forum: Developers Developers Developers
Topic: how do i debug an FFGL?
Replies: 14
Views: 28827

Re: how do i debug an FFGL?

We've made a change in v7.0.2 to enable plugin developers to prevent arena from showing of the splash screen. If you provide --nosplash as command line argument resolume will not show it o7
by Menno
Thu Aug 08, 2019 09:52
Forum: Developers Developers Developers
Topic: Internal routing via parameter controll ffgl
Replies: 2
Views: 7837

Re: Internal routing via parameter controll ffgl

ffgl itself cannot access any controls internal to the host, ffgl doesn't even know what 'resolume' is. As far as ffgl is concerned it's just a self sufficient plugin that gets hosted by some software which in our case is resolume, but there may be other hosts. You could however implement your ffgl ...
by Menno
Thu Aug 08, 2019 09:43
Forum: Problems? Bugs? Solutions!
Topic: Reverse playback lag / trigger lag
Replies: 1
Views: 3090

Re: Reverse playback lag / trigger lag

For reverse/random playback you need to use a codec where every frame is a keyframe, for example dxv. If you're experiencing delays on triggering you need a codec where decompressing a frame is fast, dxv aswell :) If by 'lag' you mean the output freezing for a fraction of a second you may want to tr...