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TUIO-Smoke for all! (almost) - Win32 binary available! 
Posted: 05 June 2009 02:02 PM   [ Ignore ]
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Hey all,

I’ve just released a TUIO-enabled smoke adaptation in C++ - it’s been a while since I’ve done any real coding and damn it feels good wink

Smoke is/was my favorite demo for ‘wowing’ newcomers - AlexP’s smoke video was the first thing I showed everyone who asked ‘what the hell is that thing you’re building?!’, so I figured it’d be a great place for me to start smile

TUIO Smoke is an tuio/osc enabled version of the smoke demo originally supplied as part of touchlib, this time using SDL and OpenGL.

This version contains many significant enhancements over the original:

* no longer tracker-dependent, any tracker which can export UDP TUIO touch data can drive this application
* threading of the fluid evolution procedures - much faster!
* motion interpolation between touch updates - no more stuttering! so smooth!
* keyboard interaction, frame-rate display, and command-line options for flexibility

-Currently this is linux only-, but I’ve started a redmine project and an SVN repository, so PM me if you’d like to help adapt it for Windows / OSX

Downloads, SVN and all the rest of the goodies here:

http://projects.edencomputing.com/projects/tuiosmoke

NEW! - Windows binary available here:
tuiosmoke-w32.zip

Here’s that pretty video I promised:

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Posted: 05 June 2009 04:09 PM   [ Ignore ]   [ # 1 ]
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Good job Patrick, feel free to add your project to the wiki: http://wiki.nuigroup.com/Links_and_resources

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Posted: 06 June 2009 03:19 AM   [ Ignore ]   [ # 2 ]
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Hey cicada, thanks for this great contribution!
I have been planning to set up a demo showcase at TUIO.org,
presenting some of the nicest TUIO demos for each platform.
Memo already brought us a cool Processing Fluid demo,
and yours now seems to be a great example for C++.

Regarding the mac & win version, this shouldn’t be a big problem,
you should be able to use the Xcode and Visual studio projects from TuioDemo for that,
since you have been using SDL anyway. You’d just need to integrate boost in some way.

keep up with your good work!
Martin.K

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Posted: 06 June 2009 11:20 AM   [ Ignore ]   [ # 3 ]
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Thanks Martin!  I’ll take a look at those project files and see what I can come up with.

I’m planning to drop boost if I can anyway - I’m only using the regex classes right now, and it seems like a total waste.. boost is a huge library (~34mb!), I hate to depend on it.

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Posted: 07 June 2009 05:59 PM   [ Ignore ]   [ # 4 ]
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version 0.4 available - the Boost C++ dependencies are removed smile

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Posted: 08 June 2009 01:57 AM   [ Ignore ]   [ # 5 ]
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cool, although a further obstacle for platform independency might be the usage of GLX within the glText class.
Finally fftw needs to be included in some way, but this shouldn’t be a big problem.

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Posted: 12 June 2009 06:52 PM   [ Ignore ]   [ # 6 ]
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Windows version available, sources updated to compile in Code::Blocks as well smile

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Posted: 13 June 2009 03:48 AM   [ Ignore ]   [ # 7 ]
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Great work Cicada!  always wanted to have Smoke smile.

I tried to compile the code on Ubuntu 9.04. After it makes “tuiosmoke” executable, when launching, it gives Segmentation Fault. Is there something, that I miss?

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Posted: 13 June 2009 03:53 AM   [ Ignore ]   [ # 8 ]
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ah, sorry, i thing it’s because i launch it on my netbook without OpenGL (?) will try later on my MT PC with NVidia

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Posted: 13 June 2009 12:43 PM   [ Ignore ]   [ # 9 ]
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Hmm.. SDL should default to a software surface if a hardware surface isn’t available - can you try running it as ‘ tuiosmoke -d ‘ and paste in the debug output before it segfaults?

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Posted: 13 June 2009 02:41 PM   [ Ignore ]   [ # 10 ]
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Hello cicada, I just compiled you demo on the mac and I also experienced the crash first.
The fix is to initialize the SDL surface before you set up your GL parameters in initWindow()

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Posted: 13 June 2009 11:22 PM   [ Ignore ]   [ # 11 ]
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Martin - I don’t get exactly what you mean.. the SDL surface should be initialized before any of the GL calls, unless you mean the initial SDL_SetVideoMode() call?

If I send the GL commands after the initial SDL_SetVideoMode() call, the velocity map and framerate display no longer works properly..

I expect you’re not getting the framerate display on your Mac anyway, as the font calls are windows / X specific right now, does the velocity map still work for you? (hit ‘v’ while smoke is running)

Maybe you could send me a diff with your changes?

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Posted: 14 June 2009 01:04 AM   [ Ignore ]   [ # 12 ]
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right, I had to remove all the frame rate stuff, since this wouldn’t work on the mac.
but the velocity map just works fine I’d say.
and yes, the only change I made apart from that was moving the SDL_SetVideoMode() before you call initWindow()

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Posted: 14 June 2009 02:13 AM   [ Ignore ]   [ # 13 ]
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Awesome smile

Are you using the GCC compiler?

I’d love to get a binary from you to add to the project page if such a thing exists in the Mac world.. it’s all foreign to me..

Eventually I’ll have to convince the GF to let me throw down some cash on a macbook wink

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Posted: 14 June 2009 03:01 AM   [ Ignore ]   [ # 14 ]
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Well, for the moment I just modified the Makefile and compiled the whole thing using GCC and fink for SDL and fftw.
If you want a proper mac application bundle, you would need to prepare an xcode project. SDL isn’t a problem, but you’d have to look how to integrate fftw. There is most probably a Mac framework for that as well ...

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Posted: 15 June 2009 10:03 AM   [ Ignore ]   [ # 15 ]
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Could you, please, be more specific? Yesterday I tried to make it run on 10.5.7, which turned out to be more tricky, than expected.
In fact there is a FFTW framework for Mac OS X - Here - it is for FFTW3.
SDL also provides a nice framework on the project’s homepage.
I added the OpenGl and GLUT frameworks, as well, but it uses GLX for fonts. OS X comes with a nice implementation of X11 and GLX, the header files are in /usr/X11R6/include and I included them correctly, but in the end it was complaining for unknown symbols from GLX and rfftw.
I assume, that I should link against some glx library, but which one? Also it seems that rfftw is not present in the FFTW3.framework linked above.

Could you please list the changes you made to the Makefile?

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