VSXU Wrapper

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VSXU Wrapper

Postby Meierhans » 19 May 2010, 09:55

I had this idea already a while ago, but at this time it was not easy to do. Now VSXU guys released a new version that makes integration into other apps much easier.

All you need to do is set up an OpenGL context and call a few functions.
What are your thoughts about this be?


http://vjforums.com/showthread.php?t=32996

Is this possible, and if yes how much effort would be needed? Maybe if multiple people are interested.. and one had paypal.. could this could raise motivation. It would be so nice to have something to play with in the (still) rainy evenings... :geek
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Re: VSXU Wrapper

Postby Synth » 19 May 2010, 17:06

I am in.
Maybe we should consider some donation to make the project work ... :)
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Re: VSXU Wrapper

Postby Sapo » 19 May 2010, 22:57

mmm by the demo video looks like most of this stuff can be done natively in VJO Already, maybe not that fast, or not that hiquality.. but i don't see a big deal with this.. just my 2 EU ;)
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Re: VSXU Wrapper

Postby Meierhans » 20 May 2010, 07:15

Exactly... cant be done in XGA, nor in 'high' (=normal quality 2010)... and in fact there is quite some stuff you simply can not do in vjo at all. I just started to look for bridges to keep the vibe alive. I am again, as so often on my mobile, so I can not link to clips, but since vsxu is all GL you can do quite complex things at high fps. The partiocle system f.e. are real 3D and blend with all the other stuff perfectly.
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Re: VSXU Wrapper

Postby VJ-Jean-Luc » 20 May 2010, 08:10

there is one almighty issue that stops this dead - opengl.

VJO is directx, and before anyone jumps in to mention the pdoom opengl stuff, let me remind them that it is (virtually) pre opengl V1 and is completely full of bugs!
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Re: VSXU Wrapper

Postby Meierhans » 20 May 2010, 10:01

Did you have anybody in mind who could mention that? ;)

Well, you are the man, if you tell me: There wont be proper GL ever in Vjo.. I have to accept. (Could take a flight to UK and put "WE NEED GL!" stickers on your car and everywhere, but guess this wont help much. Might try... :))
But this would include FFGL as well....well.. I think the bridge to opengl is essential.

Another way would be to put Vjo itself into some kind of wrapper, so it can be loaded as FFGL just like fugWrapperGL does with normal FF plugs. GUI less, no fancy drivers, maybe some gestalt vars. Its the 314 plugins and the way you can connect them that makes vjo so strong. Once a FXC is done, I do control it via midi CC´s anyways, so no gui is needed anymore.

But still.. somehow we need to connect to the world of multiscreen and high resolution mapping if we want to keep it up. Times has changed. (Then again.. I´ve seen amazing, suprisingly efficient stuff coming from this you.. )

Good morning everyone btw.. summer is coming!!
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Re: VSXU Wrapper

Postby VJ-Jean-Luc » 21 May 2010, 10:43

we are in an interesting situation with vjo RE OpenGL, etc.

It has been prooved that vjo can be made to support opengl, but the code to do it is;
1. full of bugs
2. hardly supports 3d (pre V1 opengl), vjo in software can do 3d quicker
3. so incredibly complicated as to be unusable

on a programmer front I have been over the code and wish I hadn't (hehe).

VJO is a cpu based app with fingers into directx, opengl is hardware rendering badly implemented in vjo - if I could have fixed it I would have long ago believe me.

Directx is by far the better system over opengl, the only real issue is it is incredibly difficuly to initially program.

Over the last year I have been spending a lot of time with directx, both at the 3d level with core concepts such as vectors and matrices (storm uses these) and also shaders (for hardware acceleration).

All of this has taken a lot of time to research, but now I have the base code that may possibly find its way into further releases.

But the simple answer is no OpenGL in any flavour, and certianly no option to integrate vjo into other apps as the complexities are just too many...
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Re: VSXU Wrapper

Postby Meierhans » 21 May 2010, 14:29

Well then no stickers I guess. :( What about integrating vjo plugins as 'legacy' into a newer app?
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Re: VSXU Wrapper

Postby iman2 » 22 May 2010, 12:14

I thinks it's ok to move forward with directx as long as some of the 3d concepts used by pdoom are included. The evaluator stuff and bits like 'insert in previous fx' are indispensable.

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Re: VSXU Wrapper

Postby Meierhans » 22 May 2010, 15:56

Insert is the most important, even if you dont like plastic 3d (who could be ment..) it allows very complex compositing of layers.
Never digged into math, more into dragging beziers, but some kind of rubbergum to connect parts would be great.
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