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Reaarange workspace in resolume 5
Reaarange workspace in resolume 5










reaarange workspace in resolume 5
  1. #Reaarange workspace in resolume 5 drivers
  2. #Reaarange workspace in resolume 5 driver
  3. #Reaarange workspace in resolume 5 full
  4. #Reaarange workspace in resolume 5 code
reaarange workspace in resolume 5

#Reaarange workspace in resolume 5 drivers

Updated all intel (Intel HD Graphics 3000 seems to only support opengl 3.1 (problem?!)) and nvidia drivers (opengl version now is 4.2)

#Reaarange workspace in resolume 5 driver

So i checked my open gl driver version with GPU Caps Viewer 1.16.0 It says my nvidia GT540m should support WGL_NV_DX_INTEROP when OpenGL 4.1/4.2/4.3 installed + WGL_NV_DX_interop2 when OpenGL 4.2/4.3 installed. I don't know if this helps anybody: glCapsViewer is a OpenGL hardware capability database. I wonder if Elio or anybody else might be working in a similar direction. I have looked at Wyphon but can't wrap my head around it. I have been working with Max 5 which does not support FFGL unless I can be enlightened by somebody using Max 6. I hope that if I can port this to a Max/Msp external or FreeFrame 1.0 plugin it will work.

#Reaarange workspace in resolume 5 code

I have succeeded in getting communication between openFrameworks and Resolume via Eilo's FFGL plugin and some modifications to the dxconnector code to provide for a sender. When I saw Elio's work I was very impressed and keen to try it. It affects performance and is not ideal, but it does work in the absence of anything else. I developed a memory sharing system between Max/Msp openFrameworks and openFrameworks FreeframeGL. As a base for development I am using openFrameworks. My ultimate goal is to get communication between Max/Msp and other applications in Windows, to give a Syphon functionality. I haven't use VVVV for a while but I thought I should post here to see who might be interested. We'll let you know as soon as we have coded something clean & stable.

#Reaarange workspace in resolume 5 full

Resolume made a Full HD stutter free output to VVVV! One for importing textures, the other for exporting textures.Īnd yes, GL->DX works, I just successfully did my proof of concept. The Wyphon functions shall be integrated in two FreeframeGL plugins. OpenGL applications shall also use an intermediate DX texture, that shouldn't be a performance problem. This way we can communicate DX->DX, DX->GL, GL->DX, GL->GL. These allow forĪ) accessing the shared DX textures as OpenGL texturesī) for sharing an OpenGl Texture as a DirectX Texture Wyphon shall internally still work with directx textures.īut it will get some new helper functions. Did someone already try to disable Optimus? (just as a proof).Ī few hours ago I've been talking to ft in order to bring wyphon forum-alpha/something-like-syphon-on-windows-%28currently-called-wyphon%29 and my bridge togehther. Until now, it's a messy Yes it's probably Intel's Optimus that's preventing all our mobile nvidia devices from working. Thanks for all the hints and debugging you did so the AsString + SharedMemory may produce bugs. Last week has been so busy, I did not manage to answer. I'll add you project file for vs2010 (since did compile for debug), you also have a file missing on your git (GL extentions loader) and change filters a bit (don't need 8 megs of. Well neither Cuda/Interop will work in that case, OpenCL 1.2 had DirectX (9 and 11) interoperability, but heard some cards don't support it properly (so would need testing).You could have another FFGL plugin connected to master/output that does operation in reverse (eg: grab GL surface and convert in shared dx texture).It seems the interop layer is 9 only, but you can use Cuda instead (that will cost you 2 gpu copies, which is not much, and it's very easy to do, you don't even need to write a kernel ).Would be quite nice to see in Resolume what Adapter they use (probably need their dev to add it, option to switch would be also nice on the way :) I got the same issue with Interop, could come from Optimus. The shared memory's name can be set in the plugin's parameters. The Texture Information (Resolution, Share Handle) is transmitted to the plugin via Shared Memory. For those who want to connect other stuff than VVVV In the parameters you put the sharing name that you defined in vvvv. Start Resolume and select DX Texture (RR) from Sources.Copy RR_DXTexture.dll to your plugin directory.ShareTextureInfo has an inlet for defining a sharing name for the texture. Then connect the "ShareTextureInfo" to the Texture output. In the Inspektor, set the DX9Texture Format to A8R8G8B8 (currently only this Format is supported). OR Create a Renderer with something attached to the inlet and use a DX9Texture at the output.VVVV must be started with the /dx9ex command line option in order to support shared resources.Let me know if you have any issues or hints! Setup So it only works with NVidia Cards that support these features. Multiple textures at the same time are possible. A plugin that allows for using DirectX Textures in Resolume and probably other OpenGL Freeframe Hosts (which I did not test yet - anyone?).












Reaarange workspace in resolume 5