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Binaries don't seem to work in MacOS #5
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@jorisdejong what did you do to update the Windows binaries other than change to VS2019? Is there a new version of FFGL we need to update to? |
I did not make any changes aside from updating the project version.
There is a new version of the SDK, but the core functionality, that your
plugins are using, hasn’t changed.
…On Mon, 2 Dec 2019 at 23:43, Daniel Arnett ***@***.***> wrote:
@jorisdejong <https://github.com/jorisdejong> what did you do to update
the Windows binaries other than change to VS2019? Is there a new version of
FFGL we need to update to?
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TL;DR someone just needs to pull my latest commit and rebuild the OSX binaries. It looks like Resolume updated to FFGL2.1 and any version of Resolume 7.0.3 or greater will need FFGL2.1. I updated the FFGL submodule, so now we just need to |
Hey @DanielArnett ! |
Same issue. How would I build it? |
Unfortunately I don't have access to a Mac anymore, which is why these don't work. The first step would be to get the AddSubtract example building from Resolume Then slowly move my code into that project, first by changing the inputs and then eventually by copying the shader itself. |
are you able to install the macOS on your PC as a hackintosh? I'd love to get these working on Mac again. I'm not a programmer by trade, but I know enough to maybe get it working if I am guided. I do have an apple developer account and xcode. |
I'm thinking of having a go at getting this working. Actually I'm making a start now, but I should really stop distracting myself and get back to more urgent things soon... If I manage to make some progress, I'll try to remember to post here. |
Small update: had some initial trouble getting example ffgl plugin to work, but have now managed resolume/ffgl#89 |
@onemoabyte I might arrange things a bit differently if I continue to work on this, but for now I've added a bundle of that to an ffgl fork: https://github.com/xinaesthete/ffgl-360/releases/tag/0.1 I don't work all that much with C++, did need a couple of minor alterations to get |
I built the rest of the plugins https://github.com/xinaesthete/ffgl-360/releases/tag/0.2 Not tested at all yet. Entirely possible I made some mistake somewhere down the line and ended up with two copies of one with a different name or something, but hopefully should all be ok. LMK. |
Fantastic, thanks! I'll try them out sometime and get back to you. |
Great, nice to have a response. I was thinking that there was an issue with the While I'm here, it seems there's no "360 To Flat" projection (possible via |
I can get that working if you want. I wrote the math to go between all of the common projections (equirectangular, rectilinear, fisheye, cubemap, EquiAngularCubemap) to any other projection. If we had dropdown boxes we could just put all of this functionality into one plugin. This page of mine shows it working. |
p.s. I notice the built-in Resolume |
Interesting, I'll be having a bit of a read through the source of that as well. It seems like it'd make sense to do it that way, not essential. It's fun having the separate stages for playing with stuff like I'll definitely be having more of a read through your source for that site, interesting as a bit of a reference. |
I should probably try to merge my changes back into your repo and make a PR? |
Actually, it seem like depending on the composition resolution, there can be issues with loss of resolution as it goes through reprojection, and there'll be some overhead in having multiple instances (especially at higher resolutions) so there could be good reasons for being able to do as much of the maths in one pass as possible. |
Absolutely, and sometimes it's just easier to do multiple steps, especially
when dealing with euler angles for rotations. Yeah I've just been putting
this off because I haven't had an OSX dev environment in a while. I'll try
to find some time to update this on windows.
Also yes a PR would be great.
…On Tue, Jan 31, 2023 at 2:29 PM Peter Todd ***@***.***> wrote:
Actually, it seem like depending on the composition resolution, there can
be issues with loss of resolution as it goes through reprojection, and
there'll be some overhead in having multiple instances (especially at
higher resolutions) so there could be good reasons for being able to do as
much of the maths in one pass as possible.
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Slight problem when I try to clone with submodules
To get the build working before, I ignored that and did as you suggested above: worked against a fork of ffgl, copied your code into there and did the various bits of xcode configuration and minor code edits needed. I imagine the way it should be is something like a Once that is working, if we want to still be able to build against older versions of ffgl, I don't know if the change In fact, what I might do next is try cloning the project on a Windows machine. If I don't have trouble with submodules, I can verify that the build breaks because of I suppose if necessary we could have a |
Thank you so much!! Equi rotation isn't seamless yet but all in all great work!! |
What do you mean not seamless? I've seen edges in how it wraps and removed them before. Can you post a screenshot? |
Nice I've seen that one in other projects, it's an easy fix in the shader.
I'm still tracking this issue, I just need to sit down this weekend and
look at it and the PR.
…On Wed, Feb 8, 2023 at 1:52 PM Philip Krüger ***@***.***> wrote:
[image: Bildschirmfoto 2023-02-08 um 19 50 53]
<https://user-images.githubusercontent.com/15050074/217624696-7ef5dc30-0bde-47b6-a3f1-98768028de7d.png>
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The stretched output is by design, I wanted it to be the maximum resolution
it could possibly be, then folks could stretch it down to a 1:1 ratio if
needed.
Good bugs to find. I'm getting this built again. Visual Studio's being a
pain, apparently it uninstalled some of my dependencies so I'm having to
get the project set up again (even though I haven't touched VS since I last
worked on this project).
…On Thu, Feb 9, 2023 at 8:00 AM Philip Krüger ***@***.***> wrote:
I found other minor bugs:
Flat to 360: It seems that pixel colors from the border of the input image
tint the surrounding of the output. I could solve it by adding a tiny
vignette on the input but I think it should be just transparent in general.
[image: Bildschirmfoto 2023-02-08 um 20 00 24]
<https://user-images.githubusercontent.com/15050074/217817228-ecdfe24d-1bd6-4007-8b9d-8a9acb5badca.png>
360 to Fisheye: The output is stretched, not centred and some pixels on
the top are cut
[image: Bildschirmfoto 2023-02-08 um 20 03 15]
<https://user-images.githubusercontent.com/15050074/217819382-f3895689-f242-41b2-bb29-c1c344f8c29d.png>
I'm on Arena 7.13.1, M1 Max 64, macOS 13.0
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I'm trying to get to this tonight if I can wrap up some other projects
quick enough. But don't wait for me: what you can do now is this:
* Before the effect gets applied, try stretching the layer slightly
horizontally. See if that gets rid of the black line in the back.
* Try the same stretch vertically and see if it gets rid of the circle in
the top.
…On Sat, Feb 11, 2023 at 8:29 AM Peter Todd ***@***.***> wrote:
[image: Bildschirmfoto 2023-02-08 um 19 50 53]
<https://user-images.githubusercontent.com/15050074/217624696-7ef5dc30-0bde-47b6-a3f1-98768028de7d.png>
I really don't know Resolume at all well, but in my experience pressing
the 'maximise video' button a few times seems to cycle through a few
different modes, and in my case I didn't encounter a situation where I
couldn't get a seamless result.
[image: image]
<https://user-images.githubusercontent.com/674834/218260555-f705deb4-ff00-4b93-8060-af188e88c90c.png>
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My double-negative probably obscured the clarity of my last message - I'd noticed this earlier and was going to mention it, but I found that the problem seems to go away after clicking that button a couple of times (such that it is stretching to the extents of the frame before being fed to the equi-rotation, I think). |
Okay everyone, this new version is looking smooth and bug free. The math is laid out much better and the shader is packed into its own file. I have the updates on main if you want to check them out. To keep the diffs small everything is packed into the AddSubtract example project from Resolume, so next time they break my code the diff will be relatively small and easy to spot. If someone can build this version for Mac we can close this ticket and enjoy a clean new effect. Thanks for your interest in this project. |
@philipkrueger could you please try the new Reprojection shader and let us know how it works for you? Thank you again for all your help @xinaesthete ! |
My pleasure @DanielArnett. One last thing I might do before I forget is update the readme; it's still a bit non-obvious the steps currently needed to do the archive and get the bundle file out. |
Great work! It's much better to have it all as one plugin. Reminds me to the Projection Top in Touchdesigner :) |
Here is the renamed file: |
Awesome, thanks. Separating this into it's own issue so folks don't get spammed. |
I've pointed my new install of Resolume 7 to the same folder of FFGL plugins that I used for Resolume 6, and the plugins don't appear.
This is MacOS Mojave 10.14.6 and Resolume 7.05
Perhaps needs to be updated to latest version of FFGL?
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