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From: Julien I. <jul...@gm...> - 2011-12-19 11:34:39
|
Hi, I do not understand the "8" in y=temp_bars[i * 8]; The result is "nan" Index: actor_flower.c =================================================================== --- actor_flower.c +++ actor_flower.c @@ -280,7 +278,7 @@ float y; int i; for (i=0; i<priv->nof_bands; i++) { - y=temp_bars[i * 8]; + y=temp_bars[i]; y=y*(i*lk+l0); Other informations: #define NOTCH_BANDS 32 float temp_bars[NOTCH_BANDS]; priv->nof_bands = NOTCH_BANDS; Sincerely Julien |
From: salsaman <sal...@gm...> - 2011-12-16 19:39:18
|
> Date: Fri, 16 Dec 2011 15:23:17 +0100 > From: Julien Isorce <jul...@gm...> > Subject: [Libvisual-devel] Fwd: question about libvisual_gl_lv_flower > To: Lib...@li... > Message-ID: > <CAH...@ma...> > Content-Type: text/plain; charset="iso-8859-1" > > Hi, > I built and install the libvisual and libvisual-plugins from svn sources. > Now, what is the fastest way to try libvisual_gl_lv_flower ? (any tool / > command line ?) > Sincerely > Julien > If you are using Linux, one simple way is to use LiVES. make sure you have compiled it with libvisual support. Then in the app, in Clip Edit mode, press ctrl-v to go into the effect mapped. Map your actor to key ctrl-9, mode 0. Exit fromt the key mapper (you can save the map as your default first). Then press ctrl-9 and the effect should start. It should take audio from the microphone by default. If you are running LiVES with jack libvis will try to look for jack - but libvisual jack support is broken. Libvisual also does not support pulse audio. But if you are lucky it will use alsa to read the mic input. Regards, Salsaman. http://lives.sourceforge.net |
From: Scott S. <sis...@gm...> - 2011-12-16 14:54:37
|
Hi, I committed this fix to sf.net svn repo. There's a small program under trunk/examples/client. Run './rebuild_sdl' and it'll give you an executable named 'lv_standalone'. Run it with: ./lv_standalone lv_flower By default lv_standalone uses the xmms2 input plugin. You can change that by passing a second command line parameter to lv_standalone. Such as: ./lv_standalone lv_flower mplayer - Scott On Fri, Dec 16, 2011 at 8:23 AM, Julien Isorce <jul...@gm...>wrote: > > Hi, > I built and install the libvisual and libvisual-plugins from svn sources. > Now, what is the fastest way to try libvisual_gl_lv_flower ? (any tool / > command line ?) > Sincerely > Julien > > > 2011/12/16 Antti Silvast <ant...@ik...> > >> Hi Julien, >> >> Thank you for pointing this out. This is indeed an omission: there >> should be a glPushMatrix as well. >> >> void render_flower_effect(FlowerInternal *flower) { >> >> glClearColor(col1[0],col1[1],col1[2],0.0); >> glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); >> glMatrixMode (GL_PROJECTION); >> glLoadIdentity (); >> gluPerspective(60.0, (float)flower->width/(float)flower->height, >> 0.01, 1135.0); >> >> glMatrixMode (GL_MODELVIEW); >> glLoadIdentity (); >> >> glPushMatrix(); // ADD THIS HERE! -AS >> >> glTranslatef(0.0,0.0,-1.0); >> >> lights(flower); >> glPopMatrix(); >> flower->posz=FR*flower->posz_new+(1.0-FR)*flower->posz; >> glTranslatef(0.0,0.0,-flower->posz); >> >> glRotatef(flower->rotx,1.0,0.0,0.0); >> glRotatef(flower->roty,0.0,1.0,0.0); >> >> glRotatef(visual_timer_elapsed_msecs(&flower->timer)*0.02,0.0,0.0,1.0); >> render_flower(flower); >> } >> >> I guess the push-pop is needed to translate the lights, which are always >> posited in z=-1.0, which are not like the flower, which may be in >> various z-positions. >> >> Let me know if this helps. >> >> All the best, >> >> Antti >> >> On Fri, 2011-12-16 at 12:23 +0100, Julien Isorce wrote: >> > Hi, >> > >> > In the source code of gl_lv_flower there is a glPopMatrix but there is >> > no glPushMatrix before. The result is a GL_STACK_UNDERFLOW. >> > Any reason for that ? >> > >> > >> > The code of libvisual_gl_lv_flower is >> > there : >> http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/main_8c-source.html >> > >> > >> > All libvisual plugins are >> > there: >> http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/files.html >> > >> > >> > Sincerely >> > Julien >> >> >> > > > > ------------------------------------------------------------------------------ > Learn Windows Azure Live! Tuesday, Dec 13, 2011 > Microsoft is holding a special Learn Windows Azure training event for > developers. It will provide a great way to learn Windows Azure and what it > provides. You can attend the event by watching it streamed LIVE online. > Learn more at http://p.sf.net/sfu/ms-windowsazure > _______________________________________________ > Libvisual-devel mailing list > Lib...@li... > https://lists.sourceforge.net/lists/listinfo/libvisual-devel > > |
From: Julien I. <jul...@gm...> - 2011-12-16 14:23:26
|
Hi, I built and install the libvisual and libvisual-plugins from svn sources. Now, what is the fastest way to try libvisual_gl_lv_flower ? (any tool / command line ?) Sincerely Julien 2011/12/16 Antti Silvast <ant...@ik...> > Hi Julien, > > Thank you for pointing this out. This is indeed an omission: there > should be a glPushMatrix as well. > > void render_flower_effect(FlowerInternal *flower) { > > glClearColor(col1[0],col1[1],col1[2],0.0); > glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); > glMatrixMode (GL_PROJECTION); > glLoadIdentity (); > gluPerspective(60.0, (float)flower->width/(float)flower->height, > 0.01, 1135.0); > > glMatrixMode (GL_MODELVIEW); > glLoadIdentity (); > > glPushMatrix(); // ADD THIS HERE! -AS > > glTranslatef(0.0,0.0,-1.0); > > lights(flower); > glPopMatrix(); > flower->posz=FR*flower->posz_new+(1.0-FR)*flower->posz; > glTranslatef(0.0,0.0,-flower->posz); > > glRotatef(flower->rotx,1.0,0.0,0.0); > glRotatef(flower->roty,0.0,1.0,0.0); > > glRotatef(visual_timer_elapsed_msecs(&flower->timer)*0.02,0.0,0.0,1.0); > render_flower(flower); > } > > I guess the push-pop is needed to translate the lights, which are always > posited in z=-1.0, which are not like the flower, which may be in > various z-positions. > > Let me know if this helps. > > All the best, > > Antti > > On Fri, 2011-12-16 at 12:23 +0100, Julien Isorce wrote: > > Hi, > > > > In the source code of gl_lv_flower there is a glPopMatrix but there is > > no glPushMatrix before. The result is a GL_STACK_UNDERFLOW. > > Any reason for that ? > > > > > > The code of libvisual_gl_lv_flower is > > there : > http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/main_8c-source.html > > > > > > All libvisual plugins are > > there: > http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/files.html > > > > > > Sincerely > > Julien > > > |
From: Julien I. <jul...@gm...> - 2011-12-16 11:30:29
|
Hi, In the source code of gl_lv_flower there is a glPopMatrix but there is no glPushMatrix before. The result is a GL_STACK_UNDERFLOW. Any reason for that ? The code of libvisual_gl_lv_flower is there : http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/main_8c-source.html All libvisual plugins are there: http://libvisual-plugins.sourcearchive.com/documentation/0.4.0.dfsg.1/files.html Sincerely Julien |
From: Kim P. <ki...@gm...> - 2010-11-06 10:24:27
|
hello everyone, does any one knows the usage about libvisual on python, or pyqt? presently i am working on a project of the media center, using pyqt. and i need a vis.., and found only libvisual presently. however there is no any document regarding how-tos. please help. thanks. m.j |
From: Dennis S. <den...@gm...> - 2009-11-30 00:00:24
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859-1" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#000000"> Heya,<br> <br> <a class="moz-txt-link-freetext" href="http://people.iperform.nl/~ds/libvisual-standalone.tar.gz">http://people.iperform.nl/~ds/libvisual-standalone.tar.gz</a><br> <br> try this!<br> <br> Cheers,<br> Dennis<br> <br> <br> Scott Sibley wrote: <blockquote cite="mid:cb4...@ma..." type="cite">Hi. Are there any basic examples of using libvisual to display visualizations? I've seen xmms2's libvisual program, but was hoping for something more.<br> <br> I found the following about a tutorial, but the link's broken: <a moz-do-not-send="true" href="http://osdir.com/ml/audio.libvisual.devel/2005-03/msg00022.html">http://osdir.com/ml/audio.libvisual.devel/2005-03/msg00022.html</a><br> <br> It's from 2005, so it's likely dated anyways, but I'd love if someone still had it tucked away somewhere.<br> <pre wrap=""> <hr size="4" width="90%"> ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/bobj-july">http://p.sf.net/sfu/bobj-july</a></pre> <pre wrap=""> <hr size="4" width="90%"> _______________________________________________ Libvisual-devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:Lib...@li...">Lib...@li...</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/libvisual-devel">https://lists.sourceforge.net/lists/listinfo/libvisual-devel</a> </pre> </blockquote> <br> </body> </html> |
From: Scott S. <sis...@gm...> - 2009-11-29 23:26:37
|
Hi. Are there any basic examples of using libvisual to display visualizations? I've seen xmms2's libvisual program, but was hoping for something more. I found the following about a tutorial, but the link's broken: http://osdir.com/ml/audio.libvisual.devel/2005-03/msg00022.html It's from 2005, so it's likely dated anyways, but I'd love if someone still had it tucked away somewhere. |
From: Tom V. P. <tom...@go...> - 2009-07-06 21:49:38
|
Burkhard Plaum wrote: > If you add a directory, you must also list it in configure.ac and rerun > automake and autoconf. Thank you, i figured it out :) |
From: Burkhard P. <pl...@ip...> - 2009-07-06 07:41:05
|
Hi, Tom Vincent Peters wrote > Hello, > > I just joined this list to ask what i have to do to add a simple (actor) > plugin to libvisual. > I want to add support for my self-made 5^3 LedCube and two other (8^3, > 10^3) > cubes. Basically there'll be a 3D visualization of the cube and some code > to > synchronize the animation with the real cube. All this would be no problem > to > write if I knew how to add a plugin to libvisual. > I took libvisual-0.4-dev on my Debian system and a self-compiled version > of > libvisual-plugins-0.4.0, to which I tried to add my plugin. I added my > plugin- > directory to plugins/actor/Makefile.am. This failed (ran --configure in > the main > directory, but plugin was not listed). > What do I have to do to add a plugin properly? If you add a directory, you must also list it in configure.ac and rerun automake and autoconf. Burkhard |
From: Tom V. P. <tom...@go...> - 2009-07-04 19:54:00
|
Hello, I just joined this list to ask what i have to do to add a simple (actor) plugin to libvisual. I want to add support for my self-made 5^3 LedCube and two other (8^3, 10^3) cubes. Basically there'll be a 3D visualization of the cube and some code to synchronize the animation with the real cube. All this would be no problem to write if I knew how to add a plugin to libvisual. I took libvisual-0.4-dev on my Debian system and a self-compiled version of libvisual-plugins-0.4.0, to which I tried to add my plugin. I added my plugin- directory to plugins/actor/Makefile.am. This failed (ran --configure in the main directory, but plugin was not listed). What do I have to do to add a plugin properly? Sincerely, Tom |
From: <sal...@xs...> - 2007-11-08 23:11:56
|
> 2. Re: Lemuria for libvisual (Burkhard Plaum) >ype: text/plain; charset=ISO-8859-1; format=flowed > > Hi, > > Dennis Smit schrieb: >> Just a suggestion. >> >> Maybe you can make the texture generation abstract (shoot me if it >> already is) > > No, it isn't > >> so that the libvisual plugin itself can inject new realtime >> textures ? > > Textures are carefully choosen according to the overall visual impression > (e.g. come backgrounds allow an xaos texture, others don't). > > Injecting random textures is incompatible with this concept. > > Burkhard > > Perhaps you could pull the textures from videojack. That way you could use anything you like as a background (there are existing clients for LiVES, camorama and v4l2). For more info, see: http://www.estudiolivre.org/videojack#English Salsaman. http://lives.sf.net |
From: Burkhard P. <pl...@ip...> - 2007-11-08 21:23:52
|
Hi, try this: http://gmerlin.sourceforge.net/lemuria-2.0.0pre2.tar.gz In pre1 I goofed up the effect management. Burkhard |
From: Burkhard P. <pl...@ip...> - 2007-11-08 20:39:49
|
Hi, I uploaded a preview release for the next gmerlin version here: http://gmerlin.sourceforge.net/gmerlin-dependencies-20071107.tar.bz2 http://gmerlin.sourceforge.net/gmerlin-all-in-one-20071108.tar.bz2 The dependencies are only some codecs not included in some distributions, for the visualizer you don't need any of them. >From the all-in-one package, you need to compile and install gavl and gmerlin (in that order). If you want a full gmerlin installation, you need might want gmerlin-avdecoder and gmerlin-encoders as well. The stuff is pretty new, so forgive me any disasters, you might encounter. A screenshot of the visualizer is here: http://gmerlin.sourceforge.net/images/visualizer_shot_1.png The toolbar goes away, if the mouse is idle for some time. You should be able to run all libvisual plugins (if not please tell me). Audio comes from the recording source from your soundcard, so it can be used for Audio-CDs or live concerts as well. Burkhard |
From: Burkhard P. <pl...@ip...> - 2007-11-08 15:37:55
|
Hi, Dennis Smit schrieb: > Just a suggestion. > > Maybe you can make the texture generation abstract (shoot me if it > already is) No, it isn't > so that the libvisual plugin itself can inject new realtime > textures ? Textures are carefully choosen according to the overall visual impression (e.g. come backgrounds allow an xaos texture, others don't). Injecting random textures is incompatible with this concept. Burkhard |
From: Dennis S. <den...@gm...> - 2007-11-08 13:51:51
|
Just a suggestion. Maybe you can make the texture generation abstract (shoot me if it already is) so that the libvisual plugin itself can inject new realtime textures ? Cheers, Dennis On Nov 8, 2007 1:48 PM, Burkhard Plaum <pl...@ip...> wrote: > Hi, > > Dennis Smit schrieb: > > As a suggestion: > > Have you considered rendering 2d libvisual plugins to the texture of > > lemuria ? > > If I see a 2D plugin, I want to have inside lemuria for any price, > then maybe yes. Currently I use only goom, but not via libvisual. > > In the meantime, I'm happy that the core liblemuria.so > depends only on OpenGL and GLU. Well xaos configure still checks > for XLib and other stuff, but that should be kicked out as well. > > Burkhard > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Libvisual-devel mailing list > Lib...@li... > https://lists.sourceforge.net/lists/listinfo/libvisual-devel > |
From: Burkhard P. <pl...@ip...> - 2007-11-08 12:49:17
|
Hi, Dennis Smit schrieb: > As a suggestion: > Have you considered rendering 2d libvisual plugins to the texture of > lemuria ? If I see a 2D plugin, I want to have inside lemuria for any price, then maybe yes. Currently I use only goom, but not via libvisual. In the meantime, I'm happy that the core liblemuria.so depends only on OpenGL and GLU. Well xaos configure still checks for XLib and other stuff, but that should be kicked out as well. Burkhard |
From: Dennis S. <den...@gm...> - 2007-11-07 23:49:02
|
Cancel what I said about 256x256, it seems that I can't read the difference between < and > anymore. On Nov 8, 2007 12:44 AM, Dennis Smit <den...@gm...> wrote: > Hello, > > You are on a roll!, the great stuff keeps coming! > > Some questions: > in the actor you limit the size to a max of 256x256, at least for the size > requisition. Is that what you really want ? > > As a suggestion: > Have you considered rendering 2d libvisual plugins to the texture of > lemuria ? > > Neat stuff! > > Cheers, > Dennis > > > > On Nov 7, 2007 9:34 PM, Burkhard Plaum < pl...@ip...> > wrote: > > > Hi, > > > > I've uploaded a first prerelease of lemuria-2.0.0 as plugin for > > libvisual and gmerlin native here: > > > > http://gmerlin.sourceforge.net/lemuria-2.0.0pre1.tar.gz > > > > Older (but still valid) Screenshots are here: > > > > http://gmerlin.sourceforge.net/lemuria.html > > > > Please note the following: > > > > - It's not heavily tested, especially not with other apps than > > the (not yet released) Gmerlin visualizer. > > > > - The plugin source actor_lemuria.c was inspired by > > libvisual-ProjectM (both plugins behave almost identically). > > > > - Still missing is configurable antialiasing (Integer slider, > > range 0..2). Maybe some VisUI guru can help here. > > > > - The gmerlin native plugin is useless except you want to > > install gmerlin and gavl from CVS. > > > > Maybe some of you want to test this and tell me about problems :) > > > > Burkhard > > > > > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by: Splunk Inc. > > Still grepping through log files to find problems? Stop. > > Now Search log events and configuration files using AJAX and a browser. > > Download your FREE copy of Splunk now >> http://get.splunk.com/ > > _______________________________________________ > > Libvisual-devel mailing list > > Lib...@li... > > https://lists.sourceforge.net/lists/listinfo/libvisual-devel > > > > |
From: Dennis S. <den...@gm...> - 2007-11-07 23:44:37
|
Hello, You are on a roll!, the great stuff keeps coming! Some questions: in the actor you limit the size to a max of 256x256, at least for the size requisition. Is that what you really want ? As a suggestion: Have you considered rendering 2d libvisual plugins to the texture of lemuria ? Neat stuff! Cheers, Dennis On Nov 7, 2007 9:34 PM, Burkhard Plaum <pl...@ip...> wrote: > Hi, > > I've uploaded a first prerelease of lemuria-2.0.0 as plugin for > libvisual and gmerlin native here: > > http://gmerlin.sourceforge.net/lemuria-2.0.0pre1.tar.gz > > Older (but still valid) Screenshots are here: > > http://gmerlin.sourceforge.net/lemuria.html > > Please note the following: > > - It's not heavily tested, especially not with other apps than > the (not yet released) Gmerlin visualizer. > > - The plugin source actor_lemuria.c was inspired by > libvisual-ProjectM (both plugins behave almost identically). > > - Still missing is configurable antialiasing (Integer slider, > range 0..2). Maybe some VisUI guru can help here. > > - The gmerlin native plugin is useless except you want to > install gmerlin and gavl from CVS. > > Maybe some of you want to test this and tell me about problems :) > > Burkhard > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Libvisual-devel mailing list > Lib...@li... > https://lists.sourceforge.net/lists/listinfo/libvisual-devel > |
From: Dennis S. <den...@gm...> - 2007-11-07 23:38:40
|
On Nov 6, 2007 3:07 PM, Burkhard Plaum <pl...@ip...> wrote: > Hi, > > Dennis Smit schrieb: > > > You are completely right!!! my mistake. > > > > the example I posted was using macros for: > > > > VisCollectionIterator iter; > > visual_collection_get_iterator (&iter, collection); > > while (visual_collection_iterator_has_more (&iter)) { > > VisHashmapChainEntry *entry = visual_collection_iterator_get_data > (&iter); > > visual_collection_iterator_next (&iter); > > } > > visual_object_unref (VISUAL_OBJECT (&iter)); > > } > > > > That didn't work either, but I succeeded with > > VisParamContainer * params; > int num_parameters; > VisListEntry * list_entry; > VisParamEntry *param_entry; > > list_entry = (VisListEntry*)0; > > params = visual_plugin_get_params(visual_actor_get_plugin(actor)); > while(visual_list_next(¶ms->entries, &list_entry)) > num_parameters++; > > /* ... */ > > list_entry = (VisListEntry*)0; > > for(i = 0; i < num_parameters; i++) > { > visual_list_next(¶ms->entries, &list_entry); > param_entry = list_entry->data; > > /* ... */ > } > > Also I parse the VisUIWidget to get more informations, like limits for > numeric parameters. > > One thing could be improved I think: Currently the VisUIWidget adds labels > in addition to the mutators. This makes it difficult to get the label text > corresponding to a mutator without parsing the whole layout of the dialog > (or implemeting a VisUI backend, which is impossible in gmerlin). > If label was a member of VisParamEntry, things would become much simpler. The VisParamEntry its name might be describing enough in most cases tho (which should be seen as a label). > > > In fact, gmerlins native parameter definitions are like a mixture of > VisParamEntry and VisUIWidget. The advantage is, that you have all > informations > (label, tooltips, ranges, default values etc.) in one statically defined > struct. > The disadvantage is that plugin programmers have no control over the > actual layout > of the dialog, except the order. > I like to have the UI control, but I agree that limits should move to VisParam. I did some of that work on the 060 branch, but that died since I ran out of time a year ago ;(. > > Now the good news: My libvisual wrapper works perfectly now with the > following features: > > - All parameter types (using VisParamEntry and VisUIWidget) except > VISUAL_PARAM_ENTRY_TYPE_PALETTE and VISUAL_PARAM_ENTRY_TYPE_OBJECT > - Mouse, Keyboard and resize events > - Full OpenGL support > - Non-OpenGL plugins render using gmerlins native methods (this means > in most cases XVideo or OpenGL hardware scaling). A pretty decent > software > scaler is used, if neither OpenGL nor XVideo are present. > - Embeddable into foreign windows using the XEMBED protocol > - Visualizations are run in a slave process, so plugins can link to > arbitrarily broken libraries, leak memory and crash as much as they want > :) > Communication with the slave process is done via a bidirectional pipe. > - Tested with all plugins from libvisual-plugins-0.4.0 (except Gdkpixbuf) > as > well as ProjectM. No crash observed until now. > - Uses gmerlins method of scanning plugin directories and checking only > the > modules, which have a changed file timestamp (to save startup time). > The actual dlopen()ing is done by libvisual. > That is really really neat! Cheers, Dennis |
From: Burkhard P. <pl...@ip...> - 2007-11-07 20:35:56
|
Hi, I've uploaded a first prerelease of lemuria-2.0.0 as plugin for libvisual and gmerlin native here: http://gmerlin.sourceforge.net/lemuria-2.0.0pre1.tar.gz Older (but still valid) Screenshots are here: http://gmerlin.sourceforge.net/lemuria.html Please note the following: - It's not heavily tested, especially not with other apps than the (not yet released) Gmerlin visualizer. - The plugin source actor_lemuria.c was inspired by libvisual-ProjectM (both plugins behave almost identically). - Still missing is configurable antialiasing (Integer slider, range 0..2). Maybe some VisUI guru can help here. - The gmerlin native plugin is useless except you want to install gmerlin and gavl from CVS. Maybe some of you want to test this and tell me about problems :) Burkhard |
From: <sal...@xs...> - 2007-11-06 20:54:48
|
> Today's Topics: > > 1. Re: VisParamContainer question (Burkhard Plaum) > > > The wrapper code is here: > > http://gmerlin.cvs.sourceforge.net/gmerhttp://gmerlin.cvs.sourceforge.net/gmerlin/gmerlin/lib/bglv.c?view=markuplin/gmerlin/lib/bglv.c?view=markup > Burkhard > > Thanks for that, Bukhard. I'll see if I can use some of it in the LiVES libvisual wrapper ! http://lives.cvs.sourceforge.net/lives/lives-plugins/weed-plugins/libvis.c?view=markup Salsaman. http://lives.sf.net |
From: Burkhard P. <pl...@ip...> - 2007-11-06 14:07:19
|
Hi, Dennis Smit schrieb: > You are completely right!!! my mistake. > > the example I posted was using macros for: > > VisCollectionIterator iter; > visual_collection_get_iterator (&iter, collection); > while (visual_collection_iterator_has_more (&iter)) { > VisHashmapChainEntry *entry = visual_collection_iterator_get_data (&iter); > visual_collection_iterator_next (&iter); > } > visual_object_unref (VISUAL_OBJECT (&iter)); > } > That didn't work either, but I succeeded with VisParamContainer * params; int num_parameters; VisListEntry * list_entry; VisParamEntry *param_entry; list_entry = (VisListEntry*)0; params = visual_plugin_get_params(visual_actor_get_plugin(actor)); while(visual_list_next(¶ms->entries, &list_entry)) num_parameters++; /* ... */ list_entry = (VisListEntry*)0; for(i = 0; i < num_parameters; i++) { visual_list_next(¶ms->entries, &list_entry); param_entry = list_entry->data; /* ... */ } Also I parse the VisUIWidget to get more informations, like limits for numeric parameters. One thing could be improved I think: Currently the VisUIWidget adds labels in addition to the mutators. This makes it difficult to get the label text corresponding to a mutator without parsing the whole layout of the dialog (or implemeting a VisUI backend, which is impossible in gmerlin). If label was a member of VisParamEntry, things would become much simpler. In fact, gmerlins native parameter definitions are like a mixture of VisParamEntry and VisUIWidget. The advantage is, that you have all informations (label, tooltips, ranges, default values etc.) in one statically defined struct. The disadvantage is that plugin programmers have no control over the actual layout of the dialog, except the order. Now the good news: My libvisual wrapper works perfectly now with the following features: - All parameter types (using VisParamEntry and VisUIWidget) except VISUAL_PARAM_ENTRY_TYPE_PALETTE and VISUAL_PARAM_ENTRY_TYPE_OBJECT - Mouse, Keyboard and resize events - Full OpenGL support - Non-OpenGL plugins render using gmerlins native methods (this means in most cases XVideo or OpenGL hardware scaling). A pretty decent software scaler is used, if neither OpenGL nor XVideo are present. - Embeddable into foreign windows using the XEMBED protocol - Visualizations are run in a slave process, so plugins can link to arbitrarily broken libraries, leak memory and crash as much as they want :) Communication with the slave process is done via a bidirectional pipe. - Tested with all plugins from libvisual-plugins-0.4.0 (except Gdkpixbuf) as well as ProjectM. No crash observed until now. - Uses gmerlins method of scanning plugin directories and checking only the modules, which have a changed file timestamp (to save startup time). The actual dlopen()ing is done by libvisual. The wrapper code is here: http://gmerlin.cvs.sourceforge.net/gmerlin/gmerlin/lib/bglv.c?view=markup http://gmerlin.cvs.sourceforge.net/gmerlin/gmerlin/include/bglv.h?view=markup The gmerlin-visualizer is also in good shape. I'll now finish my libvisual port of lemuria. When I'm done, I'll give you some CVS links, for those who want to try all this. Burkhard |
From: Dennis S. <den...@gm...> - 2007-10-31 18:31:48
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On 10/31/07, Burkhard Plaum <pl...@ip...> wrote: > > Hi, > > Dennis Smit schrieb: > > Parameters: > > There is no nth parameter function because parameters are entered in a > > hashmap by their name. You can iterate this hashmap tho! > > > > visual_collection_foreach_do > > (VISUAL_COLLECTION(¶mcontainer->entries), VisHashmapChainEntry > *entry) > > { > > char *name = entry->key.key.string; > > VisParamEntry *paramEntry = VISUAL_PARAMENTRY(entry->data); > > } visual_collection_foreach_end; > > That's not for 0.4.0, only for CVS, right? Depending on non-released libs > is > not good. Any alternative, which works with 0.4.0? Maybe with > visual_collection_get_iter()/visual_collection_iter_next()? You are completely right!!! my mistake. the example I posted was using macros for: VisCollectionIterator iter; visual_collection_get_iterator (&iter, collection); while (visual_collection_iterator_has_more (&iter)) { VisHashmapChainEntry *entry = visual_collection_iterator_get_data (&iter); visual_collection_iterator_next (&iter); } visual_object_unref (VISUAL_OBJECT (&iter)); } > I have to admit that I didn't test this, and also won't deny that this > > should have been much easier. > > Indeed :) > > > Another (half completed) feature is the VisUI stuff that plugins can > > expose which is an abstract representation of the configuration UI. > > I need to convert the parameter descriptions to gmerlins own format, > which can then be used for saving values in the registry, building GUI > dialogs or passing options on the commandline. Gmerlin plugins never > assume a GUI to be present, they just tell what parameters they have. The same goes for libvisual actually, however there is a system to describe the potential gui, that is all ;) Foreign plugins (ladspa or libvisual), get a small wrapper, which lets > them behave exactly as native plugins. Sounds good! |
From: Burkhard P. <pl...@ip...> - 2007-10-31 17:46:20
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Hi, Dennis Smit schrieb: > Parameters: > There is no nth parameter function because parameters are entered in a > hashmap by their name. You can iterate this hashmap tho! > > visual_collection_foreach_do > (VISUAL_COLLECTION(¶mcontainer->entries), VisHashmapChainEntry *entry) > { > char *name = entry->key.key.string; > VisParamEntry *paramEntry = VISUAL_PARAMENTRY(entry->data); > } visual_collection_foreach_end; That's not for 0.4.0, only for CVS, right? Depending on non-released libs is not good. Any alternative, which works with 0.4.0? Maybe with visual_collection_get_iter()/visual_collection_iter_next()? > I have to admit that I didn't test this, and also won't deny that this > should have been much easier. Indeed :) > Another (half completed) feature is the VisUI stuff that plugins can > expose which is an abstract representation of the configuration UI. I need to convert the parameter descriptions to gmerlins own format, which can then be used for saving values in the registry, building GUI dialogs or passing options on the commandline. Gmerlin plugins never assume a GUI to be present, they just tell what parameters they have. Foreign plugins (ladspa or libvisual), get a small wrapper, which lets them behave exactly as native plugins. Burkhard |