- 19 6月, 2014 1 次提交
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由 fryshorts 提交于
This patch adds a plugin to capture video data from v4l2 devices under linux.
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- 18 6月, 2014 2 次提交
- 17 6月, 2014 12 次提交
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由 Palana 提交于
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由 Palana 提交于
This allows, for example, disconnected devices for dshow/avcapture to be listed (and to stay selected in the user config) while making them unavailable for selection in new sources
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由 Palana 提交于
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由 Palana 提交于
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由 Palana 提交于
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由 jp9000 提交于
Common services that require specific encoder settings (specified in the 'recommended' section of the json file) will now have those encoder settings applied before the encoders start up. This fixes the issue with services like twitch that weren't getting their required 2-second keyframe maximum interval set.
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由 jp9000 提交于
The 'initialize' callback is used before the encoders/output start up so it can adjust encoder settings to required values if needed. Also added the function 'obs_encoder_active' that returns true or false depending on whether that encoder is active or not.
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由 jp9000 提交于
Every time I created a source I found myself in need to actually open up the properties. It was getting somewhat on my nerves, so I decided to just make it automatically pop up when the source is created.
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由 Jim 提交于
Removed unresolved EXPORT from previous revision of volume meter & modified locale not found error.
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由 jp9000 提交于
Structures with anonymous unions would a warning when you do a brace assignment on them. Also fixed some unused parameters and removed some unused variables.
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由 Danni 提交于
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由 jp9000 提交于
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- 16 6月, 2014 4 次提交
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由 Jim 提交于
Scene editing
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由 jp9000 提交于
Add a 10 pixel padding to the sides and remove viewport cutting to ensure that the editing rectangles are visible even when in the upper corners. Also, add a black background for the actual 'scene' in the preview window so that the scene boundries are actually visible in relation to the rest of the preview space.
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由 jp9000 提交于
So, scene editing was interesting (and by interesting I mean excruciating). I almost implemented 'manipulator' visuals (ala 3dsmax for example), and used 3 modes for controlling position/rotation/size, but in a 2D editing, it felt clunky, so I defaulted back to simply click-and-drag for movement, and then took a similar though slightly different looking approach for handling scaling and reszing. I also added a number of menu item helpers related to positioning, scaling, rotating, flipping, and resetting the transform back to default. There is also a new 'transform' dialog (accessible via menu) which will allow you to manually edit every single transform variable of a scene item directly if desired. If a scene item does not have bounds active, pulling on the sides of a source will cause it to resize it via base scale rather than by the bounding box system (if the source resizes that scale will apply). If bounds are active, it will modify the bounding box only instead. How a source scales when a bounding box is active depends on the type of bounds being used. You can set it to scale to the inner bounds, the outer bounds, scale to bounds width only, scale to bounds height only, and a setting to stretch to bounds (which forces a source to always draw at the bounding box size rather than be affected by its internal size). You can also set it to be used as a 'maximum' size, so that the source doesn't necessarily get scaled unless it extends beyond the bounds. Like in OBS1, objects will snap to the edges unless the control key is pressed. However, this will now happen even if the object is rotated or oriented in any strange way. Snapping will also occur when stretching or changing the bounding box size.
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由 jp9000 提交于
There are a ridiculous number of features related to scaling and positioning due to requests by a number of people who complained that they hated the way that OBS1 would always resize their sources when the source's base size changed. There were also people who wanted more control for how the resizing was handled, or the ability to completely prevent resizing entirely if desired. So I made it so that you can optionally use a 'bounds' system, which allows you to specify different styles of controlling resizing. If disabled, the source will always automatically resize and only the base scale is applied. If enabled, you have a variety of different ways to limit/control how it can resize within the bounds, or make it so it can't resize at all. You can also control alignment within that bounding box, so you can make it so that a source always aligns to a side or corner of the box. I also added an alignment value which changes how the source is oriented relative to the position of the scene item. For example, setting bottom-right alignment will make it so that the position of the item is the bottom right corner of the source. When the source resizies, it will resize leftward and upward in that case, which solves the problem of how a source resizes relative to a desired position.
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- 15 6月, 2014 11 次提交
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Cursor position calculation was not taking in to account the window client coordinates relative to the screen.
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由 jp9000 提交于
Fix potential null pointer dereference for when splitting a node.
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由 jp9000 提交于
I encountered a situation where I wanted to delete a callback for a signal while inside of that signal. However it would hard lock, and even after that, it would mess up the loop for the callback list. So, change the mutex of the individual signals to a recursive-style mutex, and then if a callback of a signal is deleted while currently in that signal, just mark it for deletion, which will happen after the signal is complete.
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由 jp9000 提交于
The vertex data wasn't getting properly freed, it was actually setting the parameter itself to null for some reason.
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由 jp9000 提交于
Check to make sure graphics subsystem pointer isn't null before derefrencing, and fix bugs when creating vertex buffers from immediate-style helpers
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由 Jim 提交于
Change graphics subsystem to 4x4 matrices
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由 jp9000 提交于
4x4 matrices aren't as optimal, but are much more sensible to handle when you want to do more advanced stuff like scaling, skewing, or inversion.
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- 12 6月, 2014 1 次提交
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由 Palana 提交于
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- 11 6月, 2014 1 次提交
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由 Jim 提交于
Slight modification of audio mixing function
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- 09 6月, 2014 1 次提交
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由 Danni 提交于
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- 08 6月, 2014 4 次提交
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由 jp9000 提交于
Previously we were using glGetAttribLocation on all inputs/outputs and then just discarding if it was returned -1. However, we have a boolean value of 'input' in gl_parser_attrib, so there's no need to be doing this and discarding potentially useful error handling information.
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由 jp9000 提交于
Geometry shaders come after vertex shaders, not before.
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由 jp9000 提交于
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由 jp9000 提交于
BGRX was being treated as "BGR input" with "RGBA storage", where it should have been "BGRA input" with "RGB storage". So the input for the texture was expecting 24 bits of packed BGR rather than 32bit BGRX pixels, and was internally storing it with alpha available.
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- 07 6月, 2014 3 次提交
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由 jp9000 提交于
Apparently, despite the fact that Apple added kAudioHardwarePropertyTranslateUIDToDevice in 10.8, it's not actually usable in 10.8, only 10.9. So, instead of being able to use it like a normal, sane person, we have to enumerate all devices manually and find the AudioDeviceID ourselves. A slight annoyance and a mark against apple's competence, but audio devices should now be working again on 10.8 at least, so whatever.
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由 jp9000 提交于
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由 jp9000 提交于
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