mapleleafs89
Junior Member Posts: 21 Joined: Apr 2011 Reputation: 0 |
2011-11-05 21:24
Post: #21
I have XBMX Pre-11.0 and not currently working, is there a patch or something I need?
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davilla
Team-XBMC Developer Joined: Feb 2008 Reputation: 58 |
2011-11-05 21:38
Post: #22
Real version number from xbmc.log is the only thing we pay attention to. we constantly have to ask for xbmc.log... why oh why is it always missing from posts? I just don't get it.
From now on, if someone posts asking questions or help and they do not include a pastebin URL to their xbmc.log... I will pass that post by and ignore it. Sorry but you have to give to get. MediaInfo : http://mediainfo.sourceforge.net/ Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. |
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Joe-ATV2
Junior Member Joined: Oct 2011 Reputation: 0 |
2011-11-05 21:52
Post: #23
Personally I would love to see more audio visualization being included. Maybe some nice retro VU meters to start with. I wish the skin developers would take more care about some eye candy to make the audio fullscreen enjoyable! Personally I don't have a clue if this could be possible?
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kslt
Junior Member Posts: 16 Joined: Oct 2009 Reputation: 0 |
2011-11-05 21:56
Post: #24
Check out september version pre-11.0 with mediastream redux and you will find there 2 visualizations avaiable - opengl spectrum and waveform.
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Joe-ATV2
Junior Member Joined: Oct 2011 Reputation: 0 |
2011-11-05 22:04
Post: #25
kslt Wrote:Check out september version pre-11.0 with mediastream redux and you will find there 2 visualizations avaiable - opengl spectrum and waveform. Nice effort to start with. Reminds me of of my 286 PC from 20 years ago ;-) |
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TheAstronaut
Junior Member Posts: 43 Joined: Aug 2011 Reputation: 0 Location: Michigan |
2011-11-05 23:04
Post: #26
Spectrum and waveform were added to the nightlies sometime in early September. Waveform is very slow and doesn't work well in my opinion. Spectrum on the other hand works very well (though I think it too was slow initially, but is better now) for me and is something I'm willing to live with until some others get ported.
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Ned Scott
Team-XBMC Wiki Guy Posts: 12,063 Joined: Jan 2011 Reputation: 135 Location: Arizona, USA |
2011-11-06 01:53
Post: #27
I believe the comment was made once by Keith that we need more OpenGLES (or was it just OpenGL in general?) experts to help bring more visualizations over to iOS. My suggestion would be to find some of your favorite iOS apps, contact their developers, and tell them XBMC is looking for help. The help is a two way street too, since XBMC's iOS devs have done some amazing things when it comes to pushing iOS to its limits.
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morde
Junior Member Posts: 13 Joined: Mar 2008 Reputation: 0 |
2011-12-05 22:56
Post: #28
I don't know if this helps at all I am no developer. Anyway I was looking around after reading this thread and found a post on xda-developers http://forum.xda-developers.com/showthread.php?t=935249 where a person found a ported version of ProjectM on his motorola android phone. There is a developer doing some work on it there who mentioned he had ported ProjectM to iphone. However, I can't find any info on this project.
I actually got the projectm loaded on my android phone and working. Does this info help at all? I thought it might since this is a arm platform and using OpenGL ES right? I emailed the developer but haven't heard anything back regarding where his iphone projectM might be located. Here is the developer's website but I don't see any info about the IOS projectM port on it http://www.aaronlindsay.com/.
(This post was last modified: 2011-12-05 22:58 by morde.)
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Ned Scott
Team-XBMC Wiki Guy Posts: 12,063 Joined: Jan 2011 Reputation: 135 Location: Arizona, USA |
2011-12-06 03:37
Post: #29
morde Wrote:I don't know if this helps at all I am no developer. Anyway I was looking around after reading this thread and found a post on xda-developers http://forum.xda-developers.com/showthread.php?t=935249 where a person found a ported version of ProjectM on his motorola android phone. There is a developer doing some work on it there who mentioned he had ported ProjectM to iphone. However, I can't find any info on this project. Sounds like a lead worth looking into. Let us know if you hear anything from the developer. |
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hellguide
Junior Member Posts: 3 Joined: Jun 2010 Reputation: 0 |
2012-03-19 00:33
Post: #30
I contacted the developer of the OpenGL ES port of Project M. He gave sent me a link to his source code and said the Project M developers have completed a OpenGL ES 2.0 version that is even better than his.
Here is a link to his code and what he wrote: I don't have anything plug-and-play that I can hand you, but the latest OpenGL ES 1.1 portion of it can be found at https://github.com/AerialX/projectM-android (nothing there is platform-specific, it should be fine on iOS as long as you set up an OpenGL framebuffer, context, etc). You might also want to contact the projectM developers, who've completed a much better OpenGL ES 2.0 port a few months ago. - Aaron Hopefully the developer working on this port will add this in to the code base. |
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