09:57 pm - And I'm officially sick and tired of trying to fight with badly-written software...
...namely a fairly eclectic software package by the name of R4. It's a suite that sucks down a line-in, and supports an akward-to-understand scripting language to generate very nice visuals.
Well, I'm tired of using it.
Downloaded LCC-Win32 today. Now I need to find a skeleton framework for accessing OpenGL from that compiler, modify that to support Linux as well, and make a tiny input-only library for reading either line-in, or the buffer-out line on a sound card. Once I have that working on Windows and Linux at the same time, I'll need some help from all your graphics-geeks out there in la-la land.
Help me write a useful language to describe video effects.
Any and all ideas will be listened to. I fully intend to focus this on supporting pixel shaders to some extent, and rendering from and to textures as much as possible. The final 'on screen' display will actually be done by simply specifying what buffer to show.
Current ideas are:
Each buffer has it's own rendering function called each frame
The language will not support forward-calls to prevent cyclic references
Buffers will have seperate 'rendering' and 'available' framerates, either of which can obviously be set to 'as fast as possible' and input-side can be set to 'match the source' as well.
Things will be bytecoded for now, newer platforms like Athlon-64 have enough registers that ByteCode is Quite Fast.
The seperate framerates will be to support things like video-capture buffers more readilly, for instance making a water effect fed from a video stream only update at the framerate of the video stream, but made available for rendering on-screen at whatever framerate the video card can process. Conversely, some effects are easier to think about at a fixed framerate like, for instance, 60fps. And you can globally 'cap' the effects stack to a certain framerate for 'as fast as possible' if, for example, you're running an LCD projector with it and want to avoid sheering effects.2 comments