ut + 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.faceb
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 <j...@mooseyard.com>:
>
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
t 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
<http://www.youtube.com/us
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.
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
(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
:
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meldaproduction%40gmail.comhttps://lists.apple.com/mailman/options/coreaudio-api/meldaproduction%40gmail.com
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On 06.09.2012, at 23:16, MeldaProduction i...@meldaproduction.com 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
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
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 for AU. But I'm
=6f643705923e6a0319ddcb7b4dd616a303500df7;hb=refs/heads/master
On Thu, Sep 6, 2012 at 10:58 PM, MeldaProduction i...@meldaproduction.com
wrote:
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
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