Re: [Bf-committers] Screen-cast issues

2010-10-29 Thread Andrew Green
In user preferences it has screen cast fps and frame speed. I thought
screencast fps was the fps of the video format. And the frame speed was how
many ms between adding a frame to the video.

So I do not understand what the difference is between the 2 different fps
settings.

On 28/09/2010 6:58 PM, "Nathan Letwory" 
wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1


On 28.9.2010 8:42, Andrew Green wrote:
> I have been playing with the blender screen-cast functiona...
That's because in user preferences FPS for screen casting is by default
on 10. If you screencast directly to a movie, make sure you have the
same FPS.

/Nathan


>
> I think it's due to a couple of things.
> After it has written one frame it will simply sleep ...
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Re: [Bf-committers] Screen-cast issues

2010-09-30 Thread Andrew Green
I have it worked out now. it seems to be working great. I'm not sure
who i should speak to about this patch. I would like to get read of
the managers use in the screen-cast, but it seems like it is only ever
in the right opengl context when that is used.



On Fri, Oct 1, 2010 at 12:49 AM, Andrew Green  wrote:
> I have written some code to work out how long until the next frame is added.
> My settings are fps:10 and wait-time:100ms
> The number should say how many ms until the next frame is added.
> The output is below
>
>
> 100ms
> Appended frame 1
> -18ms
> Appended frame 2
> -117ms
> Appended frame 3
> -216ms
> Appended frame 4
> -327ms
> Appended frame 5
> -433ms
> Appended frame 6
> -537ms
> Appended frame 7
>
> And so on.
>
> Which is rather annoying as I was just going to replace the sleep time
> with that number. so it would sleep shorter times when needed. Though
> obviously a negative number won't work. I'm pretty sure there is an
> error here. I will fiddle and see if I can get a solution. Any ideas
> or comments would be much appreciated.
>
>
> On Tue, Sep 28, 2010 at 9:37 PM, Andrew Green  wrote:
>> I thought the fps in the render panel is not used for screen cast.
>>
>> In the user preference window it has 2 properties for screencast.
>> FPS. which is described as the frame rate that the screencast is to be
>> played back.
>> Wait Timer(ms). which is described as the time in milliseconds between
>> each frame recorded by screen cast.
>>
>> I played with changing the fps in the scene render panel and it didn't
>> seem to do anything.
>>
>>
>>
>> On Tue, Sep 28, 2010 at 6:58 PM, Nathan Letwory
>>  wrote:
>>> -BEGIN PGP SIGNED MESSAGE-
>>> Hash: SHA1
>>>
>>> On 28.9.2010 8:42, Andrew Green wrote:
>>>> I have been playing with the blender screen-cast functionality. I have
>>>> noticed the timing never seems right for me.
>>>> Even when I modify the settings for screen-cast to represent what
>>>> should be a real time recording.
>>>> It is off by a lot. if i record for 30 seconds i will get 15 or 20
>>>> seconds video from it.
>>>
>>> That's because in user preferences FPS for screen casting is by default
>>> on 10. If you screencast directly to a movie, make sure you have the
>>> same FPS.
>>>
>>> /Nathan
>>>
>>>>
>>>> I think it's due to a couple of things.
>>>> After it has written one frame it will simply sleep for x ms and then
>>>> write the next frame. I'm pretty sure when it sleeps it will
>>>> overshoot. Also there is the extra time to actually save the frame.
>>>> This makes it worse over time.
>>>> There is also the possibility that an image has not been grabbed
>>>> yet(which is done separately by the job manager) when the loop resumes
>>>> which means it will go and sleep for an extra x ms.
>>>>
>>>> I really haven't given it much thought. Would it be the best idea to
>>>> get the system time when recording is started. Then use this to
>>>> determine when a frame should be written. This way a frame may be
>>>> saved slightly off time. Though the results wouldn't accumulate and
>>>> throw the results completely off.
>>>>
>>>> Heres what i was thinking in a tiny bit more detail. It's simple plus
>>>> if there is a system pause for 1 second when many frames should have
>>>> been written it will write those frames and make sure the time match
>>>> of the video and the real world.
>>>>
>>>> diffTime=currentTime-startTime;
>>>> if(diffTime>=framePause){
>>>>      saveCurrentFrame();
>>>>      startTime+=framePause;
>>>> }
>>>>
>>>> Would you guys agree that this is the cause of the issue?
>>>> Do you guys feel this is sensible solution for me to implement? Or do
>>>> you think I am crazy?
>>>> ___
>>>> Bf-committers mailing list
>>>> Bf-committers@blender.org
>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>>
>>> - --
>>> Nathan Letwory
>>> Letwory Interactive
>>> http://www.letworyinteractive.com
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>>> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
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>>
>
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Re: [Bf-committers] Screen-cast issues

2010-09-30 Thread Andrew Green
I have written some code to work out how long until the next frame is added.
My settings are fps:10 and wait-time:100ms
The number should say how many ms until the next frame is added.
The output is below


100ms
Appended frame 1
-18ms
Appended frame 2
-117ms
Appended frame 3
-216ms
Appended frame 4
-327ms
Appended frame 5
-433ms
Appended frame 6
-537ms
Appended frame 7

And so on.

Which is rather annoying as I was just going to replace the sleep time
with that number. so it would sleep shorter times when needed. Though
obviously a negative number won't work. I'm pretty sure there is an
error here. I will fiddle and see if I can get a solution. Any ideas
or comments would be much appreciated.


On Tue, Sep 28, 2010 at 9:37 PM, Andrew Green  wrote:
> I thought the fps in the render panel is not used for screen cast.
>
> In the user preference window it has 2 properties for screencast.
> FPS. which is described as the frame rate that the screencast is to be
> played back.
> Wait Timer(ms). which is described as the time in milliseconds between
> each frame recorded by screen cast.
>
> I played with changing the fps in the scene render panel and it didn't
> seem to do anything.
>
>
>
> On Tue, Sep 28, 2010 at 6:58 PM, Nathan Letwory
>  wrote:
>> -BEGIN PGP SIGNED MESSAGE-
>> Hash: SHA1
>>
>> On 28.9.2010 8:42, Andrew Green wrote:
>>> I have been playing with the blender screen-cast functionality. I have
>>> noticed the timing never seems right for me.
>>> Even when I modify the settings for screen-cast to represent what
>>> should be a real time recording.
>>> It is off by a lot. if i record for 30 seconds i will get 15 or 20
>>> seconds video from it.
>>
>> That's because in user preferences FPS for screen casting is by default
>> on 10. If you screencast directly to a movie, make sure you have the
>> same FPS.
>>
>> /Nathan
>>
>>>
>>> I think it's due to a couple of things.
>>> After it has written one frame it will simply sleep for x ms and then
>>> write the next frame. I'm pretty sure when it sleeps it will
>>> overshoot. Also there is the extra time to actually save the frame.
>>> This makes it worse over time.
>>> There is also the possibility that an image has not been grabbed
>>> yet(which is done separately by the job manager) when the loop resumes
>>> which means it will go and sleep for an extra x ms.
>>>
>>> I really haven't given it much thought. Would it be the best idea to
>>> get the system time when recording is started. Then use this to
>>> determine when a frame should be written. This way a frame may be
>>> saved slightly off time. Though the results wouldn't accumulate and
>>> throw the results completely off.
>>>
>>> Heres what i was thinking in a tiny bit more detail. It's simple plus
>>> if there is a system pause for 1 second when many frames should have
>>> been written it will write those frames and make sure the time match
>>> of the video and the real world.
>>>
>>> diffTime=currentTime-startTime;
>>> if(diffTime>=framePause){
>>>      saveCurrentFrame();
>>>      startTime+=framePause;
>>> }
>>>
>>> Would you guys agree that this is the cause of the issue?
>>> Do you guys feel this is sensible solution for me to implement? Or do
>>> you think I am crazy?
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>>
>> - --
>> Nathan Letwory
>> Letwory Interactive
>> http://www.letworyinteractive.com
>> -BEGIN PGP SIGNATURE-
>> Version: GnuPG v1.4.10 (MingW32)
>> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
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Re: [Bf-committers] Screen-cast issues

2010-09-28 Thread Andrew Green
I thought the fps in the render panel is not used for screen cast.

In the user preference window it has 2 properties for screencast.
FPS. which is described as the frame rate that the screencast is to be
played back.
Wait Timer(ms). which is described as the time in milliseconds between
each frame recorded by screen cast.

I played with changing the fps in the scene render panel and it didn't
seem to do anything.



On Tue, Sep 28, 2010 at 6:58 PM, Nathan Letwory
 wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 28.9.2010 8:42, Andrew Green wrote:
>> I have been playing with the blender screen-cast functionality. I have
>> noticed the timing never seems right for me.
>> Even when I modify the settings for screen-cast to represent what
>> should be a real time recording.
>> It is off by a lot. if i record for 30 seconds i will get 15 or 20
>> seconds video from it.
>
> That's because in user preferences FPS for screen casting is by default
> on 10. If you screencast directly to a movie, make sure you have the
> same FPS.
>
> /Nathan
>
>>
>> I think it's due to a couple of things.
>> After it has written one frame it will simply sleep for x ms and then
>> write the next frame. I'm pretty sure when it sleeps it will
>> overshoot. Also there is the extra time to actually save the frame.
>> This makes it worse over time.
>> There is also the possibility that an image has not been grabbed
>> yet(which is done separately by the job manager) when the loop resumes
>> which means it will go and sleep for an extra x ms.
>>
>> I really haven't given it much thought. Would it be the best idea to
>> get the system time when recording is started. Then use this to
>> determine when a frame should be written. This way a frame may be
>> saved slightly off time. Though the results wouldn't accumulate and
>> throw the results completely off.
>>
>> Heres what i was thinking in a tiny bit more detail. It's simple plus
>> if there is a system pause for 1 second when many frames should have
>> been written it will write those frames and make sure the time match
>> of the video and the real world.
>>
>> diffTime=currentTime-startTime;
>> if(diffTime>=framePause){
>>      saveCurrentFrame();
>>      startTime+=framePause;
>> }
>>
>> Would you guys agree that this is the cause of the issue?
>> Do you guys feel this is sensible solution for me to implement? Or do
>> you think I am crazy?
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
> - --
> Nathan Letwory
> Letwory Interactive
> http://www.letworyinteractive.com
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.10 (MingW32)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
>
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> =0CS3
> -END PGP SIGNATURE-
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[Bf-committers] Screen-cast issues

2010-09-27 Thread Andrew Green
I have been playing with the blender screen-cast functionality. I have
noticed the timing never seems right for me.
Even when I modify the settings for screen-cast to represent what
should be a real time recording.
It is off by a lot. if i record for 30 seconds i will get 15 or 20
seconds video from it.

I think it's due to a couple of things.
After it has written one frame it will simply sleep for x ms and then
write the next frame. I'm pretty sure when it sleeps it will
overshoot. Also there is the extra time to actually save the frame.
This makes it worse over time.
There is also the possibility that an image has not been grabbed
yet(which is done separately by the job manager) when the loop resumes
which means it will go and sleep for an extra x ms.

I really haven't given it much thought. Would it be the best idea to
get the system time when recording is started. Then use this to
determine when a frame should be written. This way a frame may be
saved slightly off time. Though the results wouldn't accumulate and
throw the results completely off.

Heres what i was thinking in a tiny bit more detail. It's simple plus
if there is a system pause for 1 second when many frames should have
been written it will write those frames and make sure the time match
of the video and the real world.

diffTime=currentTime-startTime;
if(diffTime>=framePause){
 saveCurrentFrame();
 startTime+=framePause;
}

Would you guys agree that this is the cause of the issue?
Do you guys feel this is sensible solution for me to implement? Or do
you think I am crazy?
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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Andrew Green
Hi Sergey Kurdakov

If I thought I could have done it in python it would have made it
easier. O well it's done now. I also just wanted to do it to learn a
bit.


On Fri, Sep 10, 2010 at 10:47 PM, Sergey Kurdakov
 wrote:
> Hi Andrew,
>
>>Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc
>
> which screencaster do you use?
>
> BTW the feature was requested
> http://www.blender.org/forum/viewtopic.php?t=18053 ,
> I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
> place you render a triangle for cursor then sending it to ffmpeg - will
> make
> an internal screencaster. Faster reading will  be achieved by the use of
> OpenGL PBO like in nvidia example
> http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
> from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html
>
> so in
> case you figure out this all - then it might be a great patch.
>
> The correct structure will then be applied by core team.
>
> Best regards
> Sergey
>
>>
>>
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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Andrew Green
Thank you Kent Mein.
I managed to get it working. I'm not expecting this to become a patch.
It is just for me and a friend to make tutorial for each other easily.
So having wrong structure isn't too much of a worry.
Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc

I was thinking though this would be good to have. Though not how I've done it.
The keyboard display should be a panel that is added. So the keyboard
shortcuts won't get in the way of blender tools.
Also the mouse could be done a lot better with it only getting written
as it is getting converted to video. Rather than drawing in opengl on
the screen.

On Fri, Sep 10, 2010 at 12:47 AM, Kent  Mein  wrote:
> In reply to Andrew Green (greenie...@gmail.com):
>
> Hi Andew,
>
> I commented your forum link on this but just incase you didn't see it,
> I'm including it here.
>
> Your trying to insert it way to low in the code.
> GHOST is the window manager, it doesn't know anything about
> the BLI stuff.  If you look closely at the code I think you'll see that you
> don't have the proper context in the GHOST code for the BLI stuff.
>
> Do a search through the code for BLF_draw_default
> and look for where it shows up. You probably want to put it
> in the 3D window where other stuff is drawn anyway, maybe where it
> draws the labels for X,Y,Z etc...  Try first inserting it next to
> another call to BLF_draw_default and then go from there.
>
> Thanks,
>
> Kent
>
>> Date: Wed, 8 Sep 2010 19:17:32 +1000
>> From: Andrew Green 
>> To: bf-committers@blender.org
>> Subject: [Bf-committers] BLF_draw_default not working
>> Reply-To: bf-blender developers 
>>
>> I have never programmed in blender before. so I am unfamiliar with how
>> blender works.
>> Anyway I was playing with screencast and noticed you could not see
>> users cursor. I decided to fix this by adding a cursor drawn in
>> opengl(which would get saved in the video file) and add a display of
>> key's being pressed
>>
>> I just wanted to do a quick job by doing it just before the buffer was 
>> flipped.
>> so in wm_window.c
>> in void wm_window_swap_buffers(wmWindow *win)
>> i made a triangle at cursor position. all well and good and it worked.
>> I then added a linked list adding an element every time a key was
>> pressed removing it when it was lifted which worked all good.
>>
>> Then i tried to print text to the screen. someone told me
>> BLF_draw_default was the way to go
>>
>> And no matter how i call it. it will not work
>> even something like BLF_draw_default(2, 2, 0.0f, "x");
>> does not work
>>
>> I've been going crazy trying to get it works for hours and hours.
>>
>> If anyone can tell me how to get it to work or why it wont work when
>> being called in
>> void wm_window_swap_buffers(wmWindow *win)
>>
>> I will be extremely grateful.
>>
>> here is a quick look of what i have so far
>> http://www.youtube.com/watch?v=U5eyYMmZA4s
>> ___
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>>
>
> --
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> http://www.cs.umn.edu/~mein
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[Bf-committers] BLF_draw_default not working

2010-09-08 Thread Andrew Green
I have never programmed in blender before. so I am unfamiliar with how
blender works.
Anyway I was playing with screencast and noticed you could not see
users cursor. I decided to fix this by adding a cursor drawn in
opengl(which would get saved in the video file) and add a display of
key's being pressed

I just wanted to do a quick job by doing it just before the buffer was flipped.
so in wm_window.c
in void wm_window_swap_buffers(wmWindow *win)
i made a triangle at cursor position. all well and good and it worked.
I then added a linked list adding an element every time a key was
pressed removing it when it was lifted which worked all good.

Then i tried to print text to the screen. someone told me
BLF_draw_default was the way to go

And no matter how i call it. it will not work
even something like BLF_draw_default(2, 2, 0.0f, "x");
does not work

I've been going crazy trying to get it works for hours and hours.

If anyone can tell me how to get it to work or why it wont work when
being called in
void wm_window_swap_buffers(wmWindow *win)

I will be extremely grateful.

here is a quick look of what i have so far
http://www.youtube.com/watch?v=U5eyYMmZA4s
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