ffgl plug-in how to write?

FFGL, OSC, GLSL. If you like abbreviations, this is the forum for you
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xiaoguigelove
Posts: 7
Joined: Mon Nov 20, 2017 16:29

ffgl plug-in how to write?

Post by xiaoguigelove »

"Hello, I want to find a ffgl plug-in that can adjust each file fade
in and out of the specific time, there is such a? Also, ffgl plug-in
how to write? I want to learn and study"

davidemania
Posts: 16
Joined: Sat Dec 21, 2013 15:10

Re: ffgl plug-in how to write?

Post by davidemania »

Unfortunately documentation on how to write FFGL plugins seems to be scarce and usually very old. The little I know I had to learn by trial and error and by studying the FFGL source code.

If there's a quicker or better way I'll be happy to know.

regards
Davide

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subpixel
Posts: 154
Joined: Thu Jun 05, 2014 09:32
Location: Sydney, AU

Re: ffgl plug-in how to write?

Post by subpixel »

You need this fork of FFGL if you want to develop 64bit plugins for Resolume v6:

https://github.com/resolume/ffgl

I have thought of a way to implement what you suggest, where there are three parameters: fade in point, fade out point, position (which you would automate to clip position).

jimib007
Posts: 9
Joined: Tue Feb 14, 2017 22:06

Re: ffgl plug-in how to write?

Post by jimib007 »

Hi,
I noticed that the code said this:
4 build/osx/FFGL.xcconfig
@@ -1,10 +1,10 @@
SDKROOT = macosx
MACOSX_DEPLOYMENT_TARGET = 10.7
MACOSX_DEPLOYMENT_TARGET = 10.9
ARCHS = $(ARCHS_STANDARD_32_64_BIT)

Are There PC samples and/or what needs to change for PC?

Thanks, Jim

Menno
Team Resolume
Posts: 142
Joined: Tue Mar 12, 2013 13:56

Re: ffgl plug-in how to write?

Post by Menno »

there's windows projects inside the build/windows folder

the master branch of that repo has already been updated for what we will be using for Resolume 7, if you want to create a ffgl plugin for resolume 6 now you will need to use the ffgl1.5 branch.

FFGL plugins are really just c++ and OpenGL so you can follow tutorials on those subjects to learn stuff that you'll need to implement your own plugin. The whole project setup to get that code to run in a plugin is platform specific, so just copy one of the example projects to have those settings already set up correctly for you.

sTuVIdR
Posts: 10
Joined: Wed Feb 27, 2019 01:54

Re: ffgl plug-in how to write?

Post by sTuVIdR »

Amazingly there is VERY LITTLE information on how to write a FFGL plug that works in Resolume. You're pretty much on your own.

Also if you look around for 64bitFFGL plugs you will come across a lot of 404 notices. There's almost nothing useful that works for Resolume, it's basically a graveyard. I think we need to get a how-to up and running, make it attractive, simple, demo plugs etc etc.

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: ffgl plug-in how to write?

Post by Joris »

Not with that attitude

sTuVIdR
Posts: 10
Joined: Wed Feb 27, 2019 01:54

Re: ffgl plug-in how to write?

Post by sTuVIdR »

I would describe my attitude as "proactive", "let's go", "keen as mustard", "eager beaver", but it's lonely trying to navigate github on my own if you have any tips or advice I would be super grateful.

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: ffgl plug-in how to write?

Post by Joris »

Cool beans.

If you're having trouble actually finding the examples in the Git repo, I'm going to go out on a limb and assume you don't know any OpenGL. If you don't know any OpenGL, you're going to have a very hard time with FFGL. So I'd start there: http://www.opengl-tutorial.org/beginner ... -triangle/

JBroadway
Posts: 14
Joined: Wed Nov 29, 2023 07:17

Re: ffgl plug-in how to write?

Post by JBroadway »

Bumping this with a few resources I found on YouTube to get started scripting a ffgl plugin in Resolume.

https://www.youtube.com/watch?v=26uzqRbxRUk
https://www.youtube.com/watch?v=8K64G5l6uPk

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