I've recently noticed this issue as well and it is definitely a bug. I've been looking into it and already solved 1 outline being off by 1 but there's more outline issues i didn't find yet, will keep looking and fix when i find it
Resolume 7 requires ffgl plugins to be updated to FFGL 2.0, you might want to try contacting the developers of these plugins to see if they've got a new version available.
Will the mapping files be backwards compatible moving forward or will all VJs be required to be running the same version to load the mapping files? We will always provide backward compatibility for files created with previous versions. If you save a file in version 7.0.1 you will still be able to o...
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...
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 ...
In Resolume we're using a function to compile and convert outdated shaders, i'll attach it below.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...
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...
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...