out + login) it all
starts working fine. We are installing the components manually using a
custom installer, so I wonder, is this a bug in Logic, or is there some
specific step needed to "finalize" a component or something?
Cheers!
Vojtech
www.meldaproduction.com
Facebook <https://www.
Interesting!
Cheers!
Vojtech
www.meldaproduction.com
Facebook <https://www.facebook.com/MeldaProduction>, Twitter
<http://twitter.com/meldaproduction>, Youtube
<http://www.youtube.com/user/meldaproduction>
2018-04-27 19:34 GMT+02:00 Jens Alfke :
>
>
> On Apr 27
Unfortunately unicode could be quite a problem with that I think.
Cheers!
Vojtech
www.meldaproduction.com
Facebook <https://www.facebook.com/MeldaProduction>, Twitter
<http://twitter.com/meldaproduction>, Youtube
<http://www.youtube.com/user/meldaproduction>
2018-04-27 15:01
ks, may not be
ideal, but let's face it, several times slower file delete because of
backwards compatibility? That's a joke...
Cheers!
Vojtech
www.meldaproduction.com
Facebook <https://www.facebook.com/MeldaProduction>, Twitter
<http://twitter.com/meldaproduction>, Youtube
<
Hi,
I'm using setWantsBestResolutionOpenGLSurface to enjoy the high DPI on
retina. Everything works now except that if I have multiple windows
overlaying each other (these are AU plugins), the drawing in the partially
plugins randomly draws over the foreground windows causing a severe
flickering.
(sorry for double post, forgot the subject)
Hi,
I'm using NSOpenGLContext to optimize drawing AU plugins. There are
multiple plugins and each can have multiple instances. So each plugin
creates a global NSOpenGLContext and attach particular NSView contexts to
it, so that the textures do not need
Hi,
I'm using NSOpenGLContext to optimize drawing in AU plugins. There are
multiple plugins and each can have multiple instances. So each plugin
creates a global NSOpenGLContext and attach particular NSView contexts to
it, so that the textures do not need do be duplicated.
Problem: When I open on
hanks!
>> Vojtech
>>
>>
>
>
>
> __**_
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> Help/U
12/9/7 Uli Kusterer
>
> On 06.09.2012, at 23:16, MeldaProduction wrote:
> > Aaaah, ok ;) thanks. But now - will this actually help? I mean this
> > basically takes one class and creates another class from it realtime. But
> > if plugin A is created, then plugin B is created
_osx_ObjCHelpers.h;h=6f643705923e6a0319ddcb7b4dd616a303500df7;hb=refs/heads/master
>
>
> On Thu, Sep 6, 2012 at 10:58 PM, MeldaProduction > wrote:
>
>> Create cocoa class at runtime
>>>>
>>>> You can check how this is done in Juce, especially in the AU wra
>
> Create cocoa class at runtime
>>
>> You can check how this is done in Juce, especially in the AU wrapper.
>> http://www.rawmaterialsoftware.com/juce/
>>
>> HTH
>>
>
> Thanks. One trouble - I checked and I didn't find any runtime cocoa class
> creation - they seem to have special Cocoa views fo
>
> there are hosts that can use both AU and VST (and potentially VST3)
> interfaces for plugins. But there's a big catch - crappy Cocoa design. My
> plugins are obviously the same for all the interfaces and simply provide
> all interface implementations, so the they can be both AU and VST, just
>
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