Commit Graph

67 Commits

Author SHA1 Message Date
ef0c33f0d4 Fix bug in Windows. 2020-07-24 17:58:02 +04:00
454ee45f5d manage home dir for conf file (#284)
* manage home dir for conf file

* fix for windows

* fix variable name

Co-authored-by: Yann Collette <yann.collette@artelys.com>
2020-07-10 17:56:40 +03:00
ef77e142fb SDL bugfix for settings smaller than your monitors resolution. (#352)
* SDL bugfix for settings width/height smaller than your monitors resolution.

* Write settings back to config.

* Swap width for height.

* Handle config resolution larger than monitor.

* Spacing
2020-06-08 16:25:16 +03:00
1d994941ef Help menu (#357)
* beatfix

* Flexible help menu

* SDL set help menu.
2020-05-24 11:31:02 +03:00
758348f25a Beat sensitivity implemented (#348)
* 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.
2020-05-15 17:49:28 +03:00
60f72f160d SDL: FPS cap based on display. (#344)
* SDL: When there is no config (built-in defaults) use monitor max refresh rate as FPS cap.

* As recommended - anything less than 60fps is not a realistic cap. So fall back on that.
2020-05-02 12:58:53 +03:00
a98ba2c716 support highDPI displays retina 2020-02-28 12:11:35 -05:00
87e370bdc6 SDL changes (#305)
* Decrease default meshx to 128 to avoid low FPS.

* Add feature for CTRL+F to move projectM to the next monitor.

* Added feature CTRL+S to stretch projectM across multiple windows.

* Revert "Added feature CTRL+S to stretch projectM across multiple windows."

This reverts commit 2c0c980190.

* Feature: CTRL+S stretches projectM across multiple monitors.
2020-01-19 13:00:24 +02:00
jaz
b2c3b49cdf use updates synchronized with vertical retrace if adaptive vsync fails 2019-12-12 20:16:37 +02:00
0ae8524e91 SDL link main window, vsync (#269)
* delete unused library references for xcode

* Link to 52k preset megapack

* SDL: associate GL context with main window, add vsync

* version bump
2019-11-10 11:35:50 +11:00
a03f2d0d80 There was a bug that existed in open GL ES 2.0 implementations and random textures (#239)
* There was a bug that existed in open GL ES 2.0 implementations
where glTexImage2D could not convert GL_RGB formed textures into GL_RGBA
while generating the noise textures.   The GL error
was GL_INVALID_OPERATION(0x502)
This probably made the noise textures blank.
So a new class was added that has the alpha channel for the values.

* Added a fudge for render farming milkdrop where we control the time and the ticks.

* User defined time: Got rid of testing code

* Attempt to fix WIN32 compile - it doesnt use or need the ability to control the time

* Got rid of debug - got rid of minor warning

* projectM.hpp - type in ifdef
projectM_SDL_main.cpp - there is code added to make the initial random number dependent on the time of day, making
the sequence of visualizers more unexpected.  But the posix command time does not exist in Win32 land, so we disable it.
2019-10-01 10:01:45 +03:00
4ea9968851 !STEREOSCOPIC_SBS 2019-06-06 14:07:25 -04:00
c09f951ad0 windows audio capture for sdl2 2019-06-04 12:48:37 -04:00
e4c9ed6c6f STEREOSCOPIC_SBS 2019-06-01 11:55:15 -04:00
fdc5bf709c Add NSMicrophoneUsageDescription for macOS - required to capture audio input 2019-05-11 22:41:46 +03:00
db4da3f1e9 Use real input on Win/SDL (#194)
* Remove FAKE_AUDIO define on Windows

* Update documentation for Windows

* Update readme info for Windows, extract building guide to BUILDING.md
2019-04-16 18:28:24 +03:00
ce60556dae Windows build with MSVC (#181)
credit: @mancoast 

* msvc

* include glew for windows

* fix usage of std namespace with win32

* Update pmSDL.hpp

fix warning with win32

* update dirent for win32

* libs required for win32 linkage

* Update pmSDL.hpp

SDL_MAIN_HANDLED

* Update ShaderEngine.cpp

init glew to create shaders

* fake SDL audio with win32

* Update Renderer.vcxproj

use wildcards for source filenames

* Create config.h

* Update Expr.cpp

fix win32 breaks

* cleanup broken max function

* Update Makefile.am

remove ref to win32-dirent
2019-03-22 08:55:35 +01:00
7d279db9bb Merge pull request #123 from projectM-visualizer/gles_fixes
DX to openGL/openGLES transpilation fixes
2018-11-23 12:27:57 +01:00
d9f65d9211 Disable OGL debug for GLES build
Memory leak fix
2018-11-21 18:39:52 +01:00
d4d74f6d05 Build warnings cleanup 2018-11-17 11:42:28 +01:00
01ea43f5dc Fix unlock FPS flag
Add comments for test flags
2018-08-25 20:19:10 +02:00
fd0a987259 Small fixes 2018-08-22 21:05:42 +02:00
d4ccf8909f Add a fast preset switching test flag to check for shader compilation issues 2018-08-21 19:27:40 +02:00
6425b561a5 GLES and SSE2 fix stuff 2018-07-28 16:30:30 +00:00
2fde689eac Merge branch 'glsl' of github.com:projectM-visualizer/projectm into glsl 2018-07-26 00:04:38 +03:00
984f5ceaf8 read FPS from config file for SDL version 2018-07-26 00:04:34 +03:00
7628fd018c - Fix for travis
- Convert glProgramUniform* for OGL 3.x compatibility
2018-07-25 19:38:17 +02:00
dc9f700690 Add testing switches:
- fake audio
- unlock FPS (linux only)
2018-07-18 21:46:01 +02:00
dd4e878847 this doesn't belong in this branch 2018-06-17 13:57:46 +02:00
048498c816 WIP preset shader loading 2018-06-10 18:00:54 +03:00
82e2ffe521 cleanups 2018-06-10 17:07:36 +03:00
c2c00a1e1a Merging GLES3 changes in 2018-06-10 16:59:12 +03:00
dbceb48a65 SDL GL 2018-06-09 14:08:29 +03:00
717eb35749 Move optional gl32.h which is only used for GL debug 2018-06-08 07:07:33 +02:00
1a01c7fd0c OpenGL ES 3.0 support 2018-06-06 20:25:31 +02:00
4b2ba9513b WIP 2018-06-02 14:54:46 +02:00
376699dfc4 Merge branch 'master' into glsl
Merge master + work on HLSL->GLSL transpilation
2018-05-27 22:17:07 +03:00
9b8215386b fix segfault on app close 2018-05-13 23:22:37 -07:00
55cf2f24d7 use version macro 2018-04-08 13:04:52 -07:00
a4ead567fa deal with old sdl that doesn't have SDL_GetDisplayUsableBounds(0, &initialWindowBounds); 2018-04-08 13:04:21 -07:00
c799f7915b multithreading, bump up mesh size in config 2018-04-08 12:55:10 -07:00
820e40053f fixing cg/shaders for dev run of SDL app 2018-04-08 10:56:48 -07:00
1c3f72f2c1 shader load path for debug 2018-04-08 10:45:22 -07:00
420c939369 SDL include, remove my copyrights that xcode added :/ 2018-04-08 10:28:48 -07:00
ce837ddac3 can build libprojectM with xcode now 2018-04-08 08:57:03 -07:00
c1ee4bd6dd libprojectM xcode project 2018-04-08 08:17:38 -07:00
cc6748896e kind of working itunes plugin support again 2018-04-06 15:17:43 -07:00
76aae4dbac Cg support again 2018-04-06 13:58:56 -07:00
96faa6991f merge master 2018-03-11 11:03:42 -07:00
cba606e8c6 run in fullscreen 2017-10-01 13:59:38 -07:00