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 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 ...
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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 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?
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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 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?
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 Bf-committers@blender.org
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 Letwory Interactive
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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
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


 - --
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 Letwory Interactive
 http://www.letworyinteractive.com
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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
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
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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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