* Beat detect sensitivity fix.
* Default: 1.0
* ReadMe beat sensitivity min/max.
* Beat sensitivity from config or settings isn't initialized.
* Smarter position.
* Make PCMScale (vol_history) also impacted by beat_sensitivity.
* Enhance and clarify Hard Cuts and better separate beat sensitivity.
* Forgot one config.
* Consistency with defaults.
* Even more clear about the default for Beat Sensitivity.
* Bette
* Removing test message.
* New timing functions. Handle drawing text that's too big.
* SDL space and switch libprojectM to use setPresetLock for L.
* Set build target to 10 (generic) instead the specific build the original author used.
* Move help menu down a line and indent to align with preset title and FPS.
* More accurate FPS:
- by resetting timers whenever F5 is pushed.
- by performing math based on percise seconds that passed, rather than assuming it will trigger exactly 250 milliseconds.
* Set idle preset name so it's displayed with F3.
* presets: remove problematic community presets
* Breaks a lot of things including test apps and kodi addon.
Link is provided in README.md for those who want it
Signed-off-by: Matt Filetto <matt.filetto@gmail.com>
* fix for freeze (issue 243) (#276)
* Supports Multiple pass2 renderings.
My application (Silent Radiance) added projectM visualizers, but I needed support for VR.
So I added Renderer::RenderFrameOnlyPass1 and Renderer::RenderFrameOnlyPass2
This allows an offset in the screen output so the same image can be rendered twice very quickly.
I could have rendered to a buffer externally.
This is fed into the Raylib VR in my application to add the fisheye effect.
* Added an example of the VR
* Added multiple screen renderings for VR
Added a new way of rendering that allows multiple pass2's to be done: one per screen.
This allows for a second screen output, and VR. In fact I am using this for VR where I need a left and right eye on the same screen.
In order to do this, I sometimes have to set the viewport not starting at the upper left of the screen.
Added renderFrameOnlyPass2 - and an optional pipeline can be passed - this would be a pipeline when there is a transition from one visual to another. This can be called once per eye.
Finally, renderFrameEndOnSeparatePasses cleans up, does the fps control, statistics, etc.
This alternate rendering is as possible:
Pipeline pipeline;
Pipeline *comboPipeline;
comboPipeline = renderFrameOnlyPass1(&pipeline);
for each eye:
renderFrameOnlyPass2(comboPipeline,xoffset,yoffset,eye);
Then
renderFrameEndOnSeparatePasses(comboPipeline);
for the accounting and releasing the mutex
* Removed the duplication of code for VR.
* Removed the duplication of code for VR.
Also remove calls of setlocale(LC_NUMERIC, "C"); in library,
which results in unexpected sideeffects in the rest of the process
where the library is used.
Same for the applications which also had this work-around added.
Work-arounds using setlocale had been added in
90aa2c8f38 & 196c374a74
revive projectM-test directory
new executable src/projectM-test/projectM-unittest
still need to update existing code SDL->SDL2
Add projectM-unittest to Travic CI
created matching allocate/release methods for PresetOutput, so there is no implicit dependency on behavior between projectM::switchPreset() and MilkdropPresetFactory::allocate()
Re-enable shaders on modern platforms by transpiling HLSL to GLSL on the fly.
Better GLES support.
Running successfully on embedded systems with GLES and shaders. Compiles and almost runs with emscripten now (#92).
Mega props 👏 => @deltaoscarmike <= 👏
* remove c3d/build
* autotools start
* ignore
* autoreconf? idk
* linux/osx gcc/clang
* no glut, need glew tho
* fix test matrix
* fix linux conditional includes?
* sdl makefile am
* SDL2 m4/autoconf
* idk more m4 crap
* ignore more junk
* ug
* go away idk
* renderer makefile
* fixing SDL's broken-ass sdl2.m4 lol
* progress
* cmake go away
* full autotools build working yay
* autogen script, readme update
* fix linux ifdefs
* stuff
* fix linux -ldl
* mac sdl dep for travis
* whoops
* brewwww
* no osx gcc
* no test
* kinda working linux library build
* travis apt packages
* ignore old SDL2 for travis
* typo
* autogen for osx build readme
fixed a bug causing a crash with PerlinNoise/ShaderEngine.cpp :: calling projectM::projectM_resetGL() applies the new dimensions to the window width/height in the settings :: modified the parser to return an error rather than abort and terminate the process to prevent a crash with the provided sample presets