Silverxxx
Member Posts: 69 Joined: May 2009 Reputation: 1 Location: Adelaide, Australia |
2009-05-23 13:37
Post: #1
I was wondering if anyone is able to compile the latest version of projectM. It now supports milkdrop v2.0 presets, and shaders. Unfortunately my compiling skills are pretty non existing, to say the least, that is why I had to resort to posting this. Great work with xbmc, thanks for making this possible.
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clutch
Donor Joined: Sep 2006 Reputation: 0 Location: Norway |
2009-07-06 20:46
Post: #2
I hear they need opengl to do that. xbox doesnt support opengl
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spiff
Grumpy Bastard Developer Joined: Nov 2003 Reputation: 82 |
2009-07-06 20:50
Post: #3
and who mentioned the xbox?
Always read the XBMC online-manual, FAQ and search the forum before posting. Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. For troubleshooting and bug reporting please make sure you read this first. |
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dt1000
Member Posts: 71 Joined: May 2009 Reputation: 4 |
2009-07-09 00:56
Post: #4
Good suggestion!
I'd love to see this for Windows/Linux. ProjectM v2 is a very big step up from v1. Who did the original ProjectM conversion for XBMC? |
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CASHMON3Y
Donor Joined: Sep 2008 Reputation: 14 Location: Detroit, MI |
2009-08-25 01:00
Post: #5
Any movement on this yet? I feel it would be a great addition to XBMC, ProjectM 2.0 looks so much better then the spec we are currently using.
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Jezz_X
Team-XBMC Skinner Joined: Jun 2006 Reputation: 55 Location: Earth |
2009-08-25 01:04
Post: #6
Don't quote me on this but I think the reason was told to me a long time ago by WiSo is it just plain crashes all the time on windows version 2 that is
Skins I have done.... ![]() And others in the past... Want to know what I'm working on currently? Check me out on Google+ |
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WiSo
Team-XBMC Developer Posts: 2,481 Joined: Oct 2003 Reputation: 0 Location: Germany |
2009-08-25 18:41
Post: #7
mmh IIRC it was 1.2 (current svn) which crashed when it was compiled with visual studio. Now it compiles under mingw and works fine. I think we never tested 2.0 since it's a major rewrite compared to the old sources and we would need to adapt all our changes to it.
But I could be wrong ... Always read the XBMC online-manual, FAQ and search the forum before posting. Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. For troubleshooting and bug reporting please make sure you read this first. |
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spiff
Grumpy Bastard Developer Joined: Nov 2003 Reputation: 82 |
2009-08-25 18:44
Post: #8
nah wiso you are spot on
Always read the XBMC online-manual, FAQ and search the forum before posting. Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. For troubleshooting and bug reporting please make sure you read this first. |
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sPOiDar
Junior Member Posts: 28 Joined: Oct 2008 Reputation: 0 |
2009-10-08 09:27
Post: #9
The code is not that different, just split out a bit. I managed to get it compiled and running with the XBMC modifications, though the idle preset allocation was broken for me - I just told it to load a default prefix from disk instead for the short term.
There are a couple of issues though, and I think the first is more due to deficiencies in the current state of libprojectM than anything else - there are a lot of shader compilation errors, and since projectM implements the core shader fx stuff entirely differently to Mildrop 2.0, I'm pretty sure that's where those problems lie. The second I'm not so sure about though - it appears that shaders (those that compile successfully) do not get rendered properly in XMBC.... I'm not too familiar with shaders and OpenGL, but is this likely to be something to do with GLEW/SDL and forcing rendertotexture? I've kind of put this on the back-burner for now, until there's an official release of projectM-2.0, but the shader rendering is going to be the key to making this at all useful, since that's the only advantage it's got over 1.x |
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CASHMON3Y
Donor Joined: Sep 2008 Reputation: 14 Location: Detroit, MI |
2009-12-09 04:55
Post: #10
Its official, Project-M 2.0 is out. Link, it came out just week. It looks amazing compared to the version in XBMC, maybe we can start to implement it in the next major version?
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