Re: [CsMain] Ares install issue

2013-05-03 Thread Alin Baciu

Hi,

You should install the OpenAL redistributable. See 
http://connect.creativelabs.com/openal/default.aspx


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On 3/5/2013 23:35, Jim Sager wrote:

Hello,

I run Windows7 64bit.  I tried the windows binaries, and it gave me 
the problem: OpenAL32.dll is not found on my computer.


I'm going to continue to poke around and see if I can get it running, 
but I figured I'd let you know in case other people were trying to try 
it, and got this error.


,Jim


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[CsMain] [GSOC 2013] Video recording support

2013-04-26 Thread Alin Baciu

Hello,

My name is Alin Baciu and I'm a 4'th year student at the Technical 
University of Cluj Napoca, Romania.
Some might remember me from GSOC 2011 where I implemented video decode 
support.


I'm considering the video recording support project for this year's GSOC.

I'm still studying the sound system and figuring out how I could get 
sound data from it, but I have a basic

flow for how video frames are to be recorded. I'm going to use theora.

I'm thinking of using a render target FIFO queue. Basically, every few 
frames (considering the recording is at 30FPS)

this will happen:
1. The renderer picks a render target from the front of the queue
2. If the target is clean (has been processed and turned into a video 
frame) the process goes on
2.1. If the target is dirty, that means there are no clean frames in the 
queue and either a new one is created,

or frames will be skipped until there's one available
3. The scene is rendered on the target, which is then rendered on a quad
4. The blit buffer is queried using QueryBlitBuffer, target is marked as 
dirty and is moved at the back of the queue.
Querying the blit buffer is important if we want an async recorder, 
since sharing textures between threads is too complicated.
5. A separate thread picks the first dirty target from the queue, 
converts the data from the buffer to YUV and writes it to

a file.
6. The processed target is marked as clean, so the renderer can use it.

What do you think?
As far as I remember, it should be OK to share the buffer pointer 
between threads. so this should work pretty well.


Cheers,
Alin
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Re: [CsMain] [GSOC 2013] Video recording support

2013-04-26 Thread Alin Baciu

Hello again,

I have submitted my proposal. Any suggestions are welcome.

Cheers,
Alin

On 26/4/2013 17:10, Alin Baciu wrote:

Hello,

My name is Alin Baciu and I'm a 4'th year student at the Technical 
University of Cluj Napoca, Romania.
Some might remember me from GSOC 2011 where I implemented video decode 
support.


I'm considering the video recording support project for this year's GSOC.

I'm still studying the sound system and figuring out how I could get 
sound data from it, but I have a basic

flow for how video frames are to be recorded. I'm going to use theora.

I'm thinking of using a render target FIFO queue. Basically, every few 
frames (considering the recording is at 30FPS)

this will happen:
1. The renderer picks a render target from the front of the queue
2. If the target is clean (has been processed and turned into a video 
frame) the process goes on
2.1. If the target is dirty, that means there are no clean frames in 
the queue and either a new one is created,

or frames will be skipped until there's one available
3. The scene is rendered on the target, which is then rendered on a quad
4. The blit buffer is queried using QueryBlitBuffer, target is marked 
as dirty and is moved at the back of the queue.
Querying the blit buffer is important if we want an async recorder, 
since sharing textures between threads is too complicated.
5. A separate thread picks the first dirty target from the queue, 
converts the data from the buffer to YUV and writes it to

a file.
6. The processed target is marked as clean, so the renderer can use it.

What do you think?
As far as I remember, it should be OK to share the buffer pointer 
between threads. so this should work pretty well.


Cheers,
Alin
--
\/
Alin Baciu
/\
\/
AwkwardGames http://awkwardgames.wordpress.com/
/\
@Logomorph
\/


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Re: [CsMain] [GSOC 2013] Video recording support

2013-04-26 Thread Alin Baciu
Sorry, I forgot to link it: 
http://www.google-melange.com/gsoc/proposal/review/google/gsoc2013/logomorph/15002


Cheers,
Alin

On 27/4/2013 01:12, Alin Baciu wrote:

Hello again,

I have submitted my proposal. Any suggestions are welcome.

Cheers,
Alin

On 26/4/2013 17:10, Alin Baciu wrote:

Hello,

My name is Alin Baciu and I'm a 4'th year student at the Technical 
University of Cluj Napoca, Romania.
Some might remember me from GSOC 2011 where I implemented video 
decode support.


I'm considering the video recording support project for this year's GSOC.

I'm still studying the sound system and figuring out how I could get 
sound data from it, but I have a basic

flow for how video frames are to be recorded. I'm going to use theora.

I'm thinking of using a render target FIFO queue. Basically, every 
few frames (considering the recording is at 30FPS)

this will happen:
1. The renderer picks a render target from the front of the queue
2. If the target is clean (has been processed and turned into a video 
frame) the process goes on
2.1. If the target is dirty, that means there are no clean frames in 
the queue and either a new one is created,

or frames will be skipped until there's one available
3. The scene is rendered on the target, which is then rendered on a quad
4. The blit buffer is queried using QueryBlitBuffer, target is marked 
as dirty and is moved at the back of the queue.
Querying the blit buffer is important if we want an async recorder, 
since sharing textures between threads is too complicated.
5. A separate thread picks the first dirty target from the queue, 
converts the data from the buffer to YUV and writes it to

a file.
6. The processed target is marked as clean, so the renderer can use it.

What do you think?
As far as I remember, it should be OK to share the buffer pointer 
between threads. so this should work pretty well.


Cheers,
Alin
--
\/
Alin Baciu
/\
\/
AwkwardGames http://awkwardgames.wordpress.com/
/\
@Logomorph
\/


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Re: [CsMain] Problems running compiled simple tutorial (Can't find dll)

2011-07-26 Thread Alin Baciu

Hi Rory,

I'm working on MSVC++ 2008, too, and it was extremely straight-forward 
for me. Downloaded the source, the corresponding cs-win23-libs for the 
version I had (working on 2.1) from 
http://www.crystalspace3d.org/downloads/cs-winlibs/ , installed it and 
built the solution. Worked like a charm. If you want a release build, 
select Release from the drop-down box, next to the green arrow.


Alin

On 26.07.2011 17:42, Rory Vander Valk wrote:

Hello,

After lots of troubles with simple solutions I have CS compiled 
entirely.  My new problem is a system error claiming
crystalspace-1.4-vc9_d.dll is missing from my computer even though it 
is sitting in my CS directory. I don't know if it's fine there or 
would like to be in a certain subfolder, nothing about moving them in 
the manual.
I have the environmental variable set and have all of the preprocessor 
and library settings setup in MSVC++ 2008 from the manual.


I'm running on windows 7 if we want to blame that.
Another obscure thing is I see no release libraries only debug...  Not 
really a problem anytime soon though.


I had problems trying to use V2.0. So I'm waiting till it is 
considered released. I found MSVC 2008 and went with the stable old 
1.4 on the website.


I hope someone has a nice solution for this, thanks in advance.

Should I be sending these problems to the forums in the future instead?

Sincerely,
Rory


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analysis on the changes within the DLP market, and the criteria used to
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Re: [CsMain] Problems running compiled simple tutorial (Can't find dll)

2011-07-26 Thread Alin Baciu
Also, you want to add an include an lib path to 
[source_forder]/winlibs/x86/include and lib, respectively, after you 
install the libs.


On 26.07.2011 17:42, Rory Vander Valk wrote:

Hello,

After lots of troubles with simple solutions I have CS compiled 
entirely.  My new problem is a system error claiming
crystalspace-1.4-vc9_d.dll is missing from my computer even though it 
is sitting in my CS directory. I don't know if it's fine there or 
would like to be in a certain subfolder, nothing about moving them in 
the manual.
I have the environmental variable set and have all of the preprocessor 
and library settings setup in MSVC++ 2008 from the manual.


I'm running on windows 7 if we want to blame that.
Another obscure thing is I see no release libraries only debug...  Not 
really a problem anytime soon though.


I had problems trying to use V2.0. So I'm waiting till it is 
considered released. I found MSVC 2008 and went with the stable old 
1.4 on the website.


I hope someone has a nice solution for this, thanks in advance.

Should I be sending these problems to the forums in the future instead?

Sincerely,
Rory


--
Magic Quadrant for Content-Aware Data Loss Prevention
Research study explores the data loss prevention market. Includes in-depth
analysis on the changes within the DLP market, and the criteria used to
evaluate the strengths and weaknesses of these DLP solutions.
http://www.accelacomm.com/jaw/sfnl/114/51385063/


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analysis on the changes within the DLP market, and the criteria used to
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Re: [CsMain] [gsoc 2011] Video decode support

2011-04-06 Thread Alin Baciu
I'd also like to point out that you can find me on IRC under the 
nickname Logomorph.

Alin.

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