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TUIO-Smoke for all! (almost) - Win32 binary available! 
Posted: 15 June 2009 10:16 AM   [ Ignore ]   [ # 16 ]
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I fully commented out all the glxfont references for compiling your example, since linking against the X11 libraries is not the right way to go here.
Maybe you can find another quick solution for displaying your framerate, Glut has some basic text functions for example.
In the makefile I didn’t make any significant changes, apart from specifying the path to the fink libraries and the linking against the OpenGL Framework.
The reason for the unknown rfftw symbols are probably because of the version difference to fftw3, where this isn’t included apparently.

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Posted: 15 June 2009 12:30 PM   [ Ignore ]   [ # 17 ]
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The framerate thing is haunting me - definitely need a better approach there, but drawing text in OpenGL seems to be one of those ‘tough’ concepts nobody’s really sure how to do properly, since OpenGL doesn’t have it’s own font support.  The alternative I’ve found so far is creating my own bitmap font and reading the symbols in directly, rather than relying on X11 or Windows builtin fonts.

RFFTW isn’t included in FFTW3, so you’ll need to get FFTW2, I’ll add some notes for this to the compilation instructions.

FFTW2 for mac should be available here: http://www.fftw.org/install/mac.html, as both binary and source, doesn’t look like the source is too difficult to compile.

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Posted: 15 June 2009 01:33 PM   [ Ignore ]   [ # 18 ]
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The Makefile uses sdl-config to check the SDL cflags and libs. The installations from the project homepage does not install the tool, so I had to install SDL via Fink.
fftw from Fink (It’s 2.1.5) satisfies the external symbols and rfftw.

I have made a XCode project file that uses external build system (Makefile) and compiles the project successfully.

EDIT: Although it compiles successfully the program doesn’t run. It crashes while initiing GL options. if I comment the first one (glShadeModel) it crashes on the second one (glClearColor).
That is really strange, as I am developing OpenGL app that compiles and executes correct.
This happens both on a Hackintosh desktop with retail install, 10.5.7 and nVidia 9800GT video and on Macbook White with nVidia 9400M

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Posted: 15 June 2009 02:43 PM   [ Ignore ]   [ # 19 ]
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That’s what Martin has reported previously as well.

In TuioSmoke.cpp:

In the function initSmoke() -> move the initWindow() call to be after the SDL_SetVideoMode call.

This seems to be a hit-or-miss problem, but both of you have reported it now - the windows binary calls these functions in the original order and seems to work fine, I haven’t had a problem on either of my linux systems, but it’s obvious there’s an order of operations issue for at least some PCs or opengl implementations.

I’ve found that the framerate display no longer works for me after swapping the order of those function calls - I’ll update the source again once I figure out how to include my own bitmap font and get framerate display working in a more portable fashion.

[edit]
I’m curious - is OSX 10.5 natively 64bit, or is there a 32bit variant as well?

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Posted: 29 June 2009 02:39 PM   [ Ignore ]   [ # 20 ]
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Just a quick update - version 0.6 is out, I modified the SDL / OpenGL initialization routines to be a little cleaner, should no longer result in segfaults.

Also changed the framerate display to read from an inline bitmap rather than a system font - this should be portable to both Win32 and OSX smile

moridinbg: you may want to try to compile the new version with the proper SDL -> OpenGL call ordering.  I’d love to get an XCode project file and a Makefile for OSX if you can get it running smile

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Posted: 05 August 2009 12:39 PM   [ Ignore ]   [ # 21 ]
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I’m having some problems with it on Windows Server 2008 (x64).
The app starts fine and all, but it just sits there, all red. Reading the output files after running the app with the -d flag,
I can see it is actually receiving my inputs from CCV, it is just not displaying anything onscreen.
Anyone had issues like this?

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Posted: 05 August 2009 12:44 PM   [ Ignore ]   [ # 22 ]
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Anton:  the Windows binary version is 32bit - I haven’t had a 64bit env. setup to test it on yet.  If you’re building from source, most of the libraries (SDL, maybe FFTW) are 32bit dll’s as well, you may need to replace with 64bit versions and rebuild.

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