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#41
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so easy. this works just like a charme. for the moment I can say that all of the plugins I tested are working.For you out there with UAC on. You can go to the security options for the Resolume install folder and add your user account to have full access. That way you don't have to turn off the UAC and don't have to run the batch with administrative rights or what not… HAVE FUN ![]() THX bigfug! This wrapper made my day
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#42
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sorry my net connection has been down
well i finnally got around to transfer and try all this in win7... 1st off i ran into the same problem with the 2 dll's, i was going crazy before i realized i was in a x64 os, so not being system32 folder, i looked for the next best thing: "sysWOW64" folder (i'm not sure about the folder name but is something like that) that was just below it... 2nd i dont seem to have my previoulsy mentioned problem nearly as often (maybe a rundll/svchost/hardware error of some kind on my computer) but still the delay mask doesn't drop into layer/comp/clip fxlists 3rd i found another thing that's goes on, both on win7 and xp, some fx will have no effect when dropped into composition effects they'll be there.. they dont crash... but dont render also didn't make a list yet 4th on fps: i was on a core 2 duo 2.33ghz, 3gb ram, asus gforce8600, a raptor disk on win7 with no other stuff than the strictly needed to vj... a single 1024'dxv clip will play on 80fps, you drop a ff1 and it turns into 45fps, one more to about 35 fps, and another one will get you on the 24fps limit strange thing is that, no matter how many fx, i didn't get below 5/6 fps i know these are not well detailed stats but at least you get an idea of what's waiting if you're big on fx probably a quad core ought to do it Last edited by werlin; 23rd March 2010 at 04:37 PM. |
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#43
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#44
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All OpenGL calls can only be made synchronously on a single thread. It is possible to call OpenGL from multiple threads, each having their own context, but only one context can be ever be active at any one time, effectively making the idea redundant (please correct me if I'm wrong!)
Normally this isn't really a limitation as the GPU processes its work in parallel using its many cores. The problem for fugWrapperGL is that the plugin work is taking place on the CPU so, as the host FFGL (correctly) assumes that it's a FFGL plugin, there should be no need for CPU side multi-threading. Throw as many cores as you like at it, I'm afraid unless the host application supports FF1.0 natively and makes provision for multiple thread processing it will only ever use a single CPU core. There could be scope for putting threading into fugWrapperGL (i.e. take a 1024x768 input, break it up into four 512x384 images that are then processed by four threads each calling the FF1.0 plugin), but before you get excited, it would only work properly for certain effects. Something like PeteLumaCycle or PeteChromium would work as the effect takes the form: Output Pixel = Input Pixel + Effect But a vast number of plugins would produce weird results. PeteFishEye, PeteKaliedascope, PeteRadialBlur, and many, many others would have their effect replicated four times, once on each quarter. Others would have visible seams at the edges. Even simple effects like PeteLevels, which rely on analysing the whole incoming image wouldn't work correctly. I believe there are actually very few plugins that would work correctly, and so I'm not planning to implement this feature. The code is out there if you want to try it. At best, fugWrapperGL is a short to medium term solution, but in the long term these effects need to be converted to shaders, only then will they take full advantage of your hardware.
__________________
notes from the bigfug - bigfug's twitter - freeframe plugins - freeframe video streaming - bigfug wiki - quadratura |
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#45
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if the "accidents" are just crop edges there's no point... but if it produces crazy "accidents" it might be worth it
on tests: those that dont work as composition effects: alpha trail ascii art blow christmas balls filmstrip glow in the dark luma blow luma edges luma color luma image luma image auto luma trail random buffer rect field tv effect time slide = if messed with in comp effects crashes resolume delay RGB delay RandomRect delay Rects delay and slice delay blend delay film stopmotion vvColorize2 apart from the exception, the rest do not crash resolume but they dont even get processed (they dont even drop fps's) also i'm still getting fx that sometimes dont want to be dropped on fx slots and some that really dont want to jump from clip fx slot to composition fx slot and disappear, for example can anyone confirm this??? ps note: dont know how but have missed this one on previous tests, 'cause it doesnt do anything but generate blackness-even on composition effects : veejayColorShift veejayContrast |
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#46
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yep im using win7 64bit resolume 3.2 and it´s the same here, after sucessfull wrapping i tried some effects but none work, some blacking the screen, some simply do nothing, petes luma cycle for e.g. simply overcolor the screen...
hope there will be a solution in ffgl wrapper 1.05
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#47
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Have you checked the fugWrapper log file? It should be in the Resolume program directory. If it's not, you might need to check the directory's permissions to allow it to be created/written to.
__________________
notes from the bigfug - bigfug's twitter - freeframe plugins - freeframe video streaming - bigfug wiki - quadratura |
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#48
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I'm trying to get the wrapper to work but have not been successful so far!
I might be missing something here: The instructions mention avutil-50.dll and swscale-0.dll and say they are part of the FFMPEG libraries. I could, however, not find these files among the files in the FFMPEG zip I downloaded from www.ffmpeg.org. I did find the two dlls available from other sites, but with those the wrapper does not seem to work. Other than that, I followed all the wrapper installation instructions. WrapPlug.bat runs, seemingly without errors, but the freeframe plugins do not show up in Resolume 3.1. I would be glad for help! |
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