87e370bdc6
SDL changes ( #305 )
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* 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
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 )
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* 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 )
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* 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 )
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* 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 )
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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
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DX to openGL/openGLES transpilation fixes
2018-11-23 12:27:57 +01:00
d9f65d9211
Disable OGL debug for GLES build
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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
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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
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- Convert glProgramUniform* for OGL 3.x compatibility
2018-07-25 19:38:17 +02:00
dc9f700690
Add testing switches:
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- 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
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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
0370b661c0
ditching Cg, sort of hooking up GL shaders
2017-10-01 12:10:01 -07:00
f105c06efe
version check for sdl 2.0.5
2017-09-22 16:08:55 -07:00
63885d5c7d
using base dir for path to files
2017-09-22 11:55:07 -07:00
8ca1df45e6
testing Cg framework
2017-09-18 12:06:21 -07:00
3db0816ecb
refactoring SDL app into a projectM subclass
2017-09-18 11:48:54 -07:00
d1609c087f
working audio capture and SDL2 rendering hooray
2017-09-18 00:20:44 -07:00
5abd24f903
upgrading SDL->projectM keydown handler updated for SDL2
2017-09-17 09:47:39 -07:00