View Full Version : Almost got pictures in
redi jedi
22nd July 2006, 00:20
well i got the code working, i couldnt pull it off in a function, so i lumped it onto the per-frame code
new vars(at least) in frame code:
pfilename
pfiletype
ptarget(0=off)
pakey_r/g/b(transparency key)
i think i'm gonna add some blending options too
mainly now i'm trying to solve the speed problem, currently it keeps loading the picture from file, so if ya run it every frame it goes like 9 fps, wich is not exceptable, so i'm working on a solution
51Strong
22nd July 2006, 01:53
This is going to be aweesome :)
Best of luck with it redi.
redi jedi
22nd July 2006, 02:52
sweeeeet! now it only loads the texture once from file, and keeps it in memory, then just reapplys it every frame(if ya dont change the target)
my "test preset" runs at 24fps on beta6.1
with the pictures it runs at 20fps, so thats not to bad... looks mad cool too... i'll post some screenies later
redi jedi
28th July 2006, 04:07
ok getting close, got the blendmode option from the sprites copyed over, rotation and strechx/y and x/y for the center of the pic
when i tryed to add rgba for the overall color i keep getting execptions... not sure why... mabye using to many variable for evallib... got like 114(excluding uservars) now...
anyway i got the source for 1.04d and i'll be trying to integrate that in tommarow along with the multimon update
once i get this done i think i'll call it 1.05final since theres been enough now for a full version release
Phat
28th July 2006, 14:40
Soods good!
redi jedi
29th July 2006, 00:27
humm having trouble with getting 104d to compile(figured i should make sure i get it working before i try to merge the code)
keeps giving me allkinds of annoing errors.... cant take it anymore tonight...
i have this monday and tuesday off as well so i'll try to get it done then, but for now my head hurts
redi jedi
31st July 2006, 18:44
1.04d is IN!!!!
now i just gotta figiure out how to get source from this damn patch file for the multimon update
also, the pictures are currently being loaded from the current preset directory.. i thought that made sense when i did it, but in retrospect it would be better(i think) to load from the plugin directory or mabye a pics directory in the plugins/milkdrop dir... not sure yet, any ideas on this?!
Phat
31st July 2006, 20:18
Is there any way to just load them from the folder they are originally in? This way I don't have to have copies of images everywhere on my HDs.
I guess that might not really work once the presets have been posted here...
I think maybe the best location is from where the preset is loaded.
So then a zip of a preset has the image in it too. Though with the ridiculously small filesize for winamp forums that means people will have to post links to zip files with textures in em.. or something.
redi jedi
31st July 2006, 21:26
humm both good points...
the only think i dont like about using the presets directory is i have like 40 billion direcotrys in my milkdrop folder... so i think it may be easyer for moving/adding presets to a directory if the pictures dont have to move..
winamp/milkdrop/pics <-- pics are always here
so i dont have to have 50 copyes of the same picture in diffrent directorys, and i just thought of something else usefull, maybe if the file name isnt found or is set to 0 i could load a random picture from the pics/ directory
oh and i FINALY got the damn multimon update to compile, so i might actualy finish this by tommarow(i have today and tommarow off from work)..... i have to say, this experince has tought me one thing... i fucking hate .patch files.....talk about a bitch, damn
oh and it compiles in vs7.1 now or should
redi jedi
31st July 2006, 22:11
oh hey phat, you guys have a multi-mon set-up right?
mines dismantled right now, could you test the multimon update(if you havent already) i just wanna make sure it doesnt break it if it was working before(does that make sense?)
Phat
31st July 2006, 22:15
Sure, I'll test it later tonight hopefully. (or wait, have you uploaded the version you want us to test to you're webpage already?)
redi jedi
1st August 2006, 00:30
i meant the one the other guy made, if the old version works the new one should, i didnt change the code...
i also knowticed that the newer one seems to run alot faster, think its cause it was complied in vs7.1....
redi jedi
1st August 2006, 07:54
well all was going well but i hit a snag.
i got all the code in(beta6.1+pic update, 1.04d, multimon update) to one project that complies in vs7.1 and should complile in vs6(havent tryed, the multimon might have broken that as i couldnt get it to compile in vs6 before)
but for some reasion(something in the pic update) i'm getting the "out of video memory" message when i resize the window... doesnt happen when going fullscreen, just resizing... and only when a picture is being used, if its an old preset it seems to work fine!?!? :igor:
i tracked down the error message to the allocatemydxstuff() function... but cant figure out whats actualy causing it. :tinfoil: :eek: :igor: :weird:
i need sleep...
but other than that its working great....
void FuckIt()
{
do
m_mything->insert();
sleep(1);
m_mything->remove();
while(true)
}
Eo.S.
1st August 2006, 18:16
1.04d does not have the multi mon VJ mode fixed. It still brings up the text window on the same screen behind the render window.
Also, it defaults to limiting all modes to 30fps. WTF is that?! I can understand making windowed mode limited maybe for people who leave visuals up while they do other stuff in windows, but full screen should NEVER be limited.
Eo.S.
Phat
1st August 2006, 22:24
At 30fps it's totally like come on, are they really just trying to make the app look bad?
redi jedi
2nd August 2006, 00:35
i'm refering to the "multimon" fix that is stickyed in the support fourm. it has nothing to do with the vj screen being behind the main window. thats totaly seprate, and also not getting fixed(inless i happen to find the code for that, but i wouldnt know where to look)
and i'll look into resetting the fps limit. i personaly think it should be unlimited all the time(if the computers busy, it just goes slower), if someone needs it limited like your saying, they can just change it... also i cant figure out where the defaults are comming from, they show up sometimes when i copy a new .dll into the plugins dir... didnt change the .ini just the dll, yet the settings went back?!?
still have no idea why its crashing when i resize the window.. really makes no sense...
51Strong
2nd August 2006, 17:23
The vj screen being behind the main window isn't that bad of a bug, Just having to right click on it and move is only mildly irritatin. No need to bust your balls on it though as its easy to work around.
redi jedi
3rd August 2006, 04:38
my thoughts exactly, what i'm trying to solve is when people cant get md to go fullscreen on second monitor because there card only reports one guid, even though there are two "adpters" or screens to draw to. this is what people are refering to when they talk about the settings not keeping in the config screen when they switch to second monitor(reverts to first screen on reentry) this is because the way MD keeps track of what device to talk to, it uses guid witch is not always diffrent for the second monitor. my main worry is people that it did work for before not having it work now because of the way it does it in the "fix"
-- i use quotes when i refer to this update because its very dirty(i've read the code).. like very dirty.... not that it wont work, its just dirty, and i would like to make sure..
51Strong
3rd August 2006, 07:26
I can help you test it I have a dual screen setup here. that works fine up till now.
redi jedi
3rd August 2006, 10:49
ok cool, go here (http://forums.winamp.com/showthread.php?s=&threadid=220440)
and see if his version works or not for multimon
51Strong
5th August 2006, 09:15
Ya that build actualy fixed the second window for vj mode problem.
It pops up where it should be. Even after I restart it
Seems to save it like that too.
On my setup I have milkdrop set to output fullscreen to the secondary monitor. the vj windows pops up on the 1st.
As it should be.
When I loaded that version though I went back into md's config and noticed all the values changed. FPS limit was set to 30fps
few other things were different. So had to set things back to
my likeing.
Sorry didnt test it sooner btw just got back today.
Let me know if there is anything else you want me to check.
Cheer's
redi jedi
5th August 2006, 17:33
SWEET thanks dude, that answers more than all my questions!
ok so it no only fixes the unselectablity of the second screen(and doesnt break it when i worked before) AND it fixes the vj screen being on the same monitor... ok so thats cool..
now i just gotta figure out why my version is throwing execptions on window resize....*smacks head on keyboard*
51Strong
5th August 2006, 21:06
Ah I forgot to mention one thing. It managed to crash on me once during the few minutes I tested it. Simply by double clicking in the window to return to windowed mode. And another time it didnt exactly crash but was like froze and I had to right click on the md window and close from there. So that code isnt exactly optimized. Could be my setup though got a fairly new vidcard a radeon 1600.
redi jedi
6th August 2006, 00:15
does that ever happen with 1.04 or the betas?
did an error box come up?
51Strong
7th August 2006, 02:29
The 1.04 nope. the beta's ive seen lockup a few tiems when switching back to windowed mode. but if I switch back by hitting ESC instead of double clicking it never seems to do it . A snall bug I guess.
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