Forum Replies Created
-
AuthorPosts
-
vadeKeymaster
https://www.dropbox.com/s/ijr45qdl7oz5mj7/Chromium.zip?dl=0
and there has been some recent movement on that repo too.
vadeKeymasterOur GitHub is a great place
vadeKeymasterHi, honestly, im unsure of any app that directly meets your needs – id ask on twitter, cc @_syphon and we can re-tweet to help get you some replies?
vadeKeymasterDuplicate the app.
vadeKeymasterHi Chako
So, a lot of these are basic Processing questions likely better served on the processing forums, and not specific to Syphon.
Quickly,
import codeanticode.syphon.*;”?
This tells Processing to import the Syphon library for Processing to use. The codeanticode part is because that Syphon library was written by https://github.com/codeanticode 🙂
PGraphics is a variable type, processing graphics, its the ‘canvas’ type that Processing uses in this case.
Id suggest you hit up the processing forum and docs to understand how to configure /customize your drawing! Good luck!
vadeKeymasterWhat you need to do use leverage Obj-C++ and make a shim class that bridges your C++ and your Obj-C code, so you can safely call this C++ interface from your C++ app.
Typically you do this by:
Make an Obj-C++ wrapper which holds the pure Obj-C classes, state and methods you need.
You make a pure C++ class which wraps those that Obj-C++ class and only in private interfaces (ie, not public facing in headers etc) the Obj-C code (this isolates your pure C++ land from Obj-C bullshit, memory management and headers)
Then you call your C++ as normal.
October 7, 2017 at 8:21 am in reply to: Crash in glDrawArrays when drawing mesh in OpenFramworks #59321vadeKeymasterHi
So, this is likely some GL state being enabled by ofMesh which once used, doesnt disable that state to whatever it was previously, and Syphon’s draw code dislikes the ‘leaked’ state of ofMesh.
Typically, for middle ware like Syphon, one really wants to have set, known state prior to your code, and then middle ware returns it to that state.
I suspect something similar is happening. Look at the source of ofMesh and investigate the state changes in GL, and ensure you set things back to disabled, or prior state.
January 13, 2017 at 8:44 pm in reply to: Failure to Integrate Blackmagic Device into Powerpoint via QC and Black Syphon #59237vadeKeymaster(to be clear, Power Point likely relies on older Quicktime integration where Quicktime could ‘play’ QC compositions – because of this Power Point doesnt actually know what the hell QC is, and thus, isn’t actually loading 3rd party plugins I suspect. Note video input works – which is a built in patch. I suspect its the Syphon plugin that isn’t loading – check your Applications/Utilities/Console.app for logs indicating QC safe mode load errors.
January 13, 2017 at 8:42 pm in reply to: Failure to Integrate Blackmagic Device into Powerpoint via QC and Black Syphon #59236vadeKeymasterPowerpoint likely loads QC compositions in safe mode. You might have to use the Kineme Safe Mode hack to allow 3rd party plugins to load.
vadeKeymasterIs your OpenGL Context active and current?
Is this the same OpenGL Context you’ve used to make a Syphon Server?
Is this context legacy or core profile? (use legacy)
You are positive texture target is GL_TEXTURE_2D?
You are positive your CGContext contains an image?
No logs? No errors? The code above is not enough to really get a context for what could be going wrong.
vadeKeymasterThats an interesting idea. Theoretically you can use the ‘defaults’ preference editor from the command line / terminal – but I’m not entirely sure that would live update the contents of the app.
Hm. Thats an interesting request.
- This reply was modified 4 years, 6 months ago by vade.
vadeKeymasterTo be clear – ensure you can play back all 3 movies with no effects – this will incriminate either your CPU or your Disk.
If you have super high CPU usage and drops frames, change codec to something thats more efficient to decode like MJPEG or AIC or Pro Res 422
If you have high disk access and you cant “keep up”, use a lower bandwidth codec like MJPEG, AIC, or h.264.
Datamosh is very intensive, not necessarily ‘slow’ – just needs to be tuned and treated with care. Its not GPU accelerated 🙂
- This reply was modified 4 years, 7 months ago by vade.
vadeKeymasterDatamosh is slow. If you blame the movie playback, see if you can play back movies without any effects at full framerate. Check your codec and bitrate.
vadeKeymasterHave you tried Simple Server ? Or any other Syphon software?
vadeKeymasterPlease only post in one place.
Please describe what you are trying to do, what you have actually done, and what you expect to happen.
vadeKeymasterHelp me help you.
vadeKeymasterTry changing your drawing code like i suggested. draw to an offscreen buffer.
Maybe something like:
vadeKeymasterFor the record, I’ve seen this happen in Jitter’s OpenGL path too.
vadeKeymasterWhat Im saying is, PJOGL profile 1, versus the new, 2, or whatever it is, actually behind the scenes renders differently. This is what you are seeing.
Your code does not call background every frame That choice exhibits different behavior between PJOGL versions.
What this means in practice behind the scenes is don’t clear your color buffer, and or your depth buffer. The result of how PJOGL 1 vs 2’s compositing, blend modes, alpha blending handling and default state, and what buffers are erased when you *do* call clear are all completely 100% dependent on whatever processing’s implementation of background is behind the scenes, and that background call might actually change behavior between versions of PJOGL that you use.
in other words, you don’t have control.
You can lean on the processing forums for ways to draw into frame buffers or draw into image objects efficiently without clearing them that works across renderers’s and doesnt rely on ‘not clearing’ your main drawing target.
In essence, I’m pretty sure you are relying behavior not guaranteed by processing’s compositing setup.
I’d be very surprised if this has ANYTHING to do with Syphon.
vadeKeymasterI’m unsure, but I suspect its the behavior of not constantly calling background – which calls glClear –
try calling clear every frame as a test to isolate? If that works, You might need to then draw into a frame buffer, then next draw, draw the frame buffer you’ve captured, then draw your new lines, and repeat.
Clearing behavior can change subtly depending the renderer settings, if one path clears the depth buffer or just the color, etc etc.
-
AuthorPosts