Re: [Bf-committers] Screen-cast issues
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 nat...@letworyinteractive.com 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 ... ___ 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/ iQEcBAEBAgAGBQJMoa40AAoJEKtfN7KsE0TtJvUH/0x7OFbtwD5axlBVQ+uCBduX e5tj+urYKHeCFhF2N4c9MKS11H3Y5E3wjmh1TPWu+PTtd24BS7yYzxKhMya57G0Z DlzTy+UAAt/MTnjj4EM6pN75PnJTgHeZnDh9ZzLG03Yg0KoC51B1KXGJeHDWA1c5 I3ge7d10YJySaNcU2qMqlP1n8HDbm39J1XCTCHIJaCh4KqymdmLOs//phnEydSzT HCGiqQbINwvwYvtWYSgtWX/aMRjTUoJ1R5i1oasIBsGFtxuvrV2xR9uR2UEi98bU n3YVzHpFL1/6OR/VbzWqCs5hDzCIZSDO8nr20vfIXZsfrZZ1eORgx+jvw2yDjkQ= =0CS3 -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Screen-cast issues
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 greenie...@gmail.com 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 nat...@letworyinteractive.com 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/ iQEcBAEBAgAGBQJMoa40AAoJEKtfN7KsE0TtJvUH/0x7OFbtwD5axlBVQ+uCBduX e5tj+urYKHeCFhF2N4c9MKS11H3Y5E3wjmh1TPWu+PTtd24BS7yYzxKhMya57G0Z DlzTy+UAAt/MTnjj4EM6pN75PnJTgHeZnDh9ZzLG03Yg0KoC51B1KXGJeHDWA1c5 I3ge7d10YJySaNcU2qMqlP1n8HDbm39J1XCTCHIJaCh4KqymdmLOs//phnEydSzT HCGiqQbINwvwYvtWYSgtWX/aMRjTUoJ1R5i1oasIBsGFtxuvrV2xR9uR2UEi98bU n3YVzHpFL1/6OR/VbzWqCs5hDzCIZSDO8nr20vfIXZsfrZZ1eORgx+jvw2yDjkQ= =0CS3 -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Screen-cast issues
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 greenie...@gmail.com 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 greenie...@gmail.com 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 nat...@letworyinteractive.com 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/ iQEcBAEBAgAGBQJMoa40AAoJEKtfN7KsE0TtJvUH/0x7OFbtwD5axlBVQ+uCBduX e5tj+urYKHeCFhF2N4c9MKS11H3Y5E3wjmh1TPWu+PTtd24BS7yYzxKhMya57G0Z DlzTy+UAAt/MTnjj4EM6pN75PnJTgHeZnDh9ZzLG03Yg0KoC51B1KXGJeHDWA1c5 I3ge7d10YJySaNcU2qMqlP1n8HDbm39J1XCTCHIJaCh4KqymdmLOs//phnEydSzT HCGiqQbINwvwYvtWYSgtWX/aMRjTUoJ1R5i1oasIBsGFtxuvrV2xR9uR2UEi98bU n3YVzHpFL1/6OR/VbzWqCs5hDzCIZSDO8nr20vfIXZsfrZZ1eORgx+jvw2yDjkQ= =0CS3 -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Screen-cast issues
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 nat...@letworyinteractive.com 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/ iQEcBAEBAgAGBQJMoa40AAoJEKtfN7KsE0TtJvUH/0x7OFbtwD5axlBVQ+uCBduX e5tj+urYKHeCFhF2N4c9MKS11H3Y5E3wjmh1TPWu+PTtd24BS7yYzxKhMya57G0Z DlzTy+UAAt/MTnjj4EM6pN75PnJTgHeZnDh9ZzLG03Yg0KoC51B1KXGJeHDWA1c5 I3ge7d10YJySaNcU2qMqlP1n8HDbm39J1XCTCHIJaCh4KqymdmLOs//phnEydSzT HCGiqQbINwvwYvtWYSgtWX/aMRjTUoJ1R5i1oasIBsGFtxuvrV2xR9uR2UEi98bU n3YVzHpFL1/6OR/VbzWqCs5hDzCIZSDO8nr20vfIXZsfrZZ1eORgx+jvw2yDjkQ= =0CS3 -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Screen-cast issues
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? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] BLF_draw_default not working
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 m...@cs.umn.edu 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 greenie...@gmail.com To: bf-committers@blender.org Subject: [Bf-committers] BLF_draw_default not working Reply-To: bf-blender developers bf-committers@blender.org 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- m...@cs.umn.edu http://www.cs.umn.edu/~mein ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] BLF_draw_default not working
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers