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November 4, 2012 at 2:47 pm in reply to: Trying to send syphon matrix via jit.net.send/recv in Max 5 #6670vade KeymasterCan you please give us a crashlog of Max, so we can see if Syphon is in fact the culprit? November 4, 2012 at 1:43 pm in reply to: Trying to send syphon matrix via jit.net.send/recv in Max 5 #6668vade KeymasterWhat problems do you have in Max 6 with jit.gl.syphon besides some console messages? vade KeymasterTry rolling back to a previous commit, check out : https://github.com/v002/v002-Open-Kinect/tree/b411e4cb53ef4e39d4e899c74c9de3dcb6b41995 And see if it fixes the issues with the depth (although it will revert core image issues). Remind me your GPU? vade KeymasterInteresting if this worked earlier. Are you compiling from GIT ? If so, can you tell what commit you are having issues with? - 
		This reply was modified 8 years, 4 months ago by vade. 
 vade KeymasterAdditionally, drawing the depth image via a billboard or sprite is still going to clip, since, well, you are drawing it as a texture, not as a point in 3D space. This is because color values in the front buffer or an 8 bit buffer (FBO, etc) supports only 0 to 1 color values. vade KeymasterDoes v002 Rutt Etra in XYZ mode render the scene properly? Perhaps your GPU doesn’t handle float 32 render texture targets. vade Keymasterv002 Open Kinect uses 32 bit floating point data. Core Image clips values. See other posts in the forum regarding this. vade KeymasterHow many kinects do you have? 3? Device 0, 1, 2. Its an index for a reason 🙂 vade KeymasterRandom guess: try specifying “__unsafe_unretained __block SyphonClient* client” in the new frame handler? vade KeymasterThanks. I can reproduce slightly different behavior. I’ve commented on the bug. I think it makes sense to continue conversation there. Thanks for putting the example together. vade KeymasterYea. Ive shown this code to JKC and some others on the Jitter page (in passing, not in super detail), and have not gotten much response as to this issue. Ive also attempted to just give them the Syphon for Jitter source so they can package, validate, and include Syphon stock (which would be nice). Alas, no progress on any of those fronts 🙁 vade KeymasterIt is possible there is an issue with multiple Syphon Servers in the jSyphon library (which Syphon for Processing leverages). I admit I have not tried this. Are you sure each PGraphicsOpenGL “G” is unique and each .getTexture call is properly returning a unique, populated GLuint textureID? Can you make a simple simple test case, and post a bug on the google code bug tracker? Thank you! vade KeymasterNothing to install. The latest Resolume has Syphon built in. You need to simply enable it for output – then other systems will see it as an available “Syphon Server” (ie, a source for frames). Consult the Resolume forums for specifics 🙂 vade Keymastersecretkillerofnames: Are you getting crashes, or are you simply seeing those errors in the max console? Are you using the latest release of the Jitter objects? Can you re-create with Simple Server + Max ? vade KeymasterWe could weak link self. I think I know what you mean, its easy to get retain cycles in block code unintentionally. vade KeymasterWe aren’t actively supporting 10.5 or PPC any longer, but the Film Effects are open source (on github, and we really ought to clean up Glitch, but the source is included in the download), so you could theoretically add the architecture and change the SDK to 10.5 – that said though, No recent XCode’s support PPC. (PPC’s been dead for a while now…) vade KeymasterI also notice in the video you are using the RGB Delay. What happens if you do not use any effects? vade KeymasterAdditionally – can you re-create this with a compiled application and not from the editor? vade KeymasterCan you re-create this with the demo Unity3D project included with the Syphon for Unity3D? Can you provide as much information on the system, software etc? That crash is a crash in Apple’s code, not ours (not an attempt to pass the buck – it appears that we are triggering either an edge case, or a bug in AppKit). vade KeymasterGlad its working for you. Im not enough of a Unity user to know all the ins and outs, but I do know for others its been working. Glad its something “silly” and not a deep issue with our approach. 
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		This reply was modified 8 years, 4 months ago by 
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