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wyphon's Issues

Flipped axes

DirectX and OpenGL have a different texture origin. That results in flipped axes when textures are shared between platforms.

http://gamedev.stackexchange.com/questions/26175/how-do-i-load-a-texture-in-opengl-where-the-origin-of-the-texture0-0-isnt-in

one suggestion that might help, is calling glEnable(GLTEXTURE) that should allow you to specify a texture transformation. Maybe this way it's possible to flip the texture in a way that is tranparent for the rest of the OpenGL application.
And maybe something similar can be done when an OpenGL app is rendering to the texture (to make the flipping tranparent to the application).
I think it would be logical, since all shared textures are basically DirectX textures, that we use DirextX's texture coordinate system everywhere.
I haven't looked into it much further, but making it transparent to the user (at least when using your FFGL plugin) would be awesome. I think we could 'demand' from people that want to implement their own WyphonPartner, to adhere to this 'standard' that we set.

VVVV-Node not working in a fresh patch

I start vvvv with a new patch. I create a wyphon node (it's in my path).
It does not list my other partners. no communication.
I save the patch. Reload. No change.
I close vvvv. open the saved patch. then it works.

todo: check if the same DLL versions get loaded. Perhaps DLL hell.

Automatic cleanup for dead mailslots

In LocalMessageBroadcast:

When a partner sees that it can't reach one of the other partners while trying to write a message to it, it will broadcast a goodbye message in place of this dead partner and do the cleanup of the shared memory.

Send/Return Effects

When I need a send/return effect, I need to create a sending clip and a receiving clip inside resolume.
I need to play the sending clip in one layer and put alpha to 0% and put the receiving clip onto another layer.
It would be nice to have a FFGL Wyphon-In effect (besides the FFGL Wyphon-In source).
Then we could first apply a Wyphon-Out and on top we'd stack a Wyphon-In and wouldn't have to use two clips

  • the alpha 0% workaround any more

Side effect would be that we have to ship 3 dlls for the plugin: Wyphon-In (source), Wyphon-In (effect), Wyphon-Out (effect),
where the 2 Wyphon-Ins would only differ in one line of code.

The Wyphon-Out could additionally have the boolean parameter: "Hide output" which would put the alpha to 0%, if only intended as a sender without being visible in the mixer.

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