API Questions

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API Questions

by Burkhard Plaum :: Rate this Message:

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Hi,

I took a look at libvisual CVS (mostly because I want to get rid of
that xmms-1.x dependency). I'm planning to port both gmerlin_visualizer
and lemuria to libvisual. This means, I'll need libvisual on both the
application level as at plugin level.

Some questions (Copy & Paste from ViewCVS):

/libvisual-display/lvdisplay/lv_display.h:

   94 LvdFPSControl *sleep26_fps_control_init();
   95 LvdFPSControl *null_fps_control_init();
   96 LvdFPSControl *tod_fps_control_init();

Shouldn't this be just one function, which tests for supported
sleep/timing modes at runtime?

/libvisual-display/drivers/glx/glx.c:

  249 attr[i++] = GLX_RED_SIZE; attr[i++] = 5;
  250 attr[i++] = GLX_GREEN_SIZE; attr[i++] = 5;
  251 attr[i++] = GLX_BLUE_SIZE; attr[i++] = 5;
  252 attr[i++] = GLX_DOUBLEBUFFER; attr[i++] = True;
  253 attr[i++] = GLX_DRAWABLE_TYPE; attr[i++] = GLX_WINDOW_BIT;

This is, what lemuria needs:

  int attr_list[] = {
    GLX_RGBA,
    GLX_DEPTH_SIZE, 16,
    GLX_ALPHA_SIZE, 8,
    GLX_DOUBLEBUFFER,
    None
  };

Would it be possible for plugins to request their own GLX Attributes?

Cheers

Burkhard


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Re: API Questions

by Dennis Smit :: Rate this Message:

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It is most certainly possible since 0.4.0. lvdisplay is currently not maintained. Check out the module libvisual-hackground and look into the standalone directory. It supports the gl attribs stuff as well, for an example on how this works on the plugin side, check the plugin madspin (lv-plugins/plugins/actor/madspin/)

We plan on redoing lvdisplay in the beginning of 2007, however for now just copy the stuff in lv-hackground/standalone... If you have any more questions please feel free to ask!

I CCed  you to this reply because gmail and sf.net are not really going hand in hand lately, just to be sure, sorry if the reply lands double in your mailbox!

Cheers,
Dennis

On 11/14/06, plaum@... <plaum@...> wrote:
Hi,

I took a look at libvisual CVS (mostly because I want to get rid of
that xmms-1.x dependency). I'm planning to port both gmerlin_visualizer
and lemuria to libvisual. This means, I'll need libvisual on both the
application level as at plugin level.

Some questions (Copy & Paste from ViewCVS):

/libvisual-display/lvdisplay/lv_display.h:

   94 LvdFPSControl *sleep26_fps_control_init();
   95 LvdFPSControl *null_fps_control_init();
   96 LvdFPSControl *tod_fps_control_init();

Shouldn't this be just one function, which tests for supported
sleep/timing modes at runtime?

/libvisual-display/drivers/glx/glx.c:

  249   attr[i++] = GLX_RED_SIZE;       attr[i++] = 5;
  250   attr[i++] = GLX_GREEN_SIZE;     attr[i++] = 5;
  251   attr[i++] = GLX_BLUE_SIZE;      attr[i++] = 5;
  252   attr[i++] = GLX_DOUBLEBUFFER; attr[i++] = True;
  253   attr[i++] = GLX_DRAWABLE_TYPE; attr[i++] = GLX_WINDOW_BIT;

This is, what lemuria needs:

  int attr_list[] = {
    GLX_RGBA,
    GLX_DEPTH_SIZE, 16,
    GLX_ALPHA_SIZE, 8,
    GLX_DOUBLEBUFFER,
    None
  };

Would it be possible for plugins to request their own GLX Attributes?

Cheers

Burkhard


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Re: API Questions

by Burkhard Plaum :: Rate this Message:

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Hi,
[...]

> If you have any more
> questions please feel free to ask!
>

Ahh, another thing: Why is VisTime a struct?

IMO an int64_t (us precision) is better, since it's an arithmetic type.

Burkhard

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Re: API Questions

by Burkhard Plaum :: Rate this Message:

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Hi,

Dennis Smit wrote:
> It is most certainly possible since 0.4.0. lvdisplay is currently not
> maintained. Check out the module libvisual-hackground and look into the
> standalone directory. It supports the gl attribs stuff as well, for an
> example on how this works on the plugin side, check the plugin madspin
> (lv-plugins/plugins/actor/madspin/)

Ok, the madspin plugin looks good.

> We plan on redoing lvdisplay in the beginning of 2007, however for now
> just copy the stuff in lv-hackground/standalone... If you have any more
> questions please feel free to ask!

Hmm, maybe then I'll postpone this until beginning of 2007 :)

If I port lemuria just while the lv_display stuff is redone, I might
be able help a bit on lv_display then.

Cheers

Burkhard

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Re: API Questions

by Dennis Smit :: Rate this Message:

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On 11/15/06, Burkhard Plaum <plaum@...> wrote:

> > We plan on redoing lvdisplay in the beginning of 2007, however for now
> > just copy the stuff in lv-hackground/standalone... If you have any more
> > questions please feel free to ask!
>
> Hmm, maybe then I'll postpone this until beginning of 2007 :)

You could use the libvisual-hackground/standalone to do the testing while
porting the lemuria plugin, and wait a little while with the client
side story.. I was wondering
if you would consider adding lemuria to our standard plugin
distribution when the port
is finished, that way everyone who downloads libvisual can directly enjoy your
plugin.

> If I port lemuria just while the lv_display stuff is redone, I might
> be able help a bit on lv_display then.

That would be very nice, we have a lot of code and many more ideas,
the heavy work is
combining this into a solid library.

Cheers,
Dennis

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Re: API Questions

by Dennis Smit :: Rate this Message:

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On 11/15/06, Burkhard Plaum <plaum@...> wrote:
> Ahh, another thing: Why is VisTime a struct?
>
> IMO an int64_t (us precision) is better, since it's an arithmetic type.

Might look into this in the future, but not right now. Thanks for the
suggestion!

Cheers,
Dennis

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Parent Message unknown Re: API Questions

by Dennis Smit :: Rate this Message:

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On 11/15/06, Burkhard Plaum <plaum@...> wrote:
Hi,

> I was wondering
> if you would consider adding lemuria to our standard plugin
> distribution when the port
> is finished, that way everyone who downloads libvisual can directly
> enjoy your
> plugin.

I doubt this will make sense, mainly because it's HUGE (sourcecode contains
lots of bitmaps and meshes), and complicated.
But released tarballs could be made downloadable from the libvisual site if
that's ok.
 
Ok sounds good, another nice thing would be to drop the dlopening of goom and use libvisual actors to draw non gl plugins on textures!, and I
think it might be an idea to take out the stripped down version of XaoS and place that in an actor plugin as well, what do you think ?
 
Cheers,
Dennis
 

 

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