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Release 2D Spectrum, visualization
Will this be available for Openelec x64 builds?
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(2015-10-24, 16:15)popcornmix Wrote:
(2015-10-24, 13:43)Martijn Wrote: Shadertoys is included by default now in nightly builds for Windows.

@popcornmix i suggest you guys work out what will be the "upstream" repo for it.
https://github.com/xbmc/repo-binary-addo....shadertoy

perhaps our team repo?

I'd like it to be in the team repo, but you need a different binary add-on for linux with OpenGL and linux with OpenGLES but I don't know a good way of handling that (apart from just in the add-on name and trusting users won't install the wrong one).
It's not possible to do it like other binary addons?
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(2015-10-24, 18:33)Martijn Wrote: It's not possible to do it like other binary addons?

Do other binary addons have OpenGL and GLES versions?
Basically the OpenGL binary addon will have unresolved symbols when used on GLES and the GLES version will have unresolved symbols when used on OpenGL.

I specify:
Code:
<platform>linux</platform>
but really there needs to be additional categories so the repo can contain separate OpenGL and GLES versions, and you just see the addons that your platform supports.
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Hello,

I get this error when I try to run the shadertoy visualisation: "visualization.shadertoy.so: wrong ELF class: ELFCLASS32"
My system is a 64bit linux, does that mean I have to install some 32bit lib versions?
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(2015-10-24, 18:40)popcornmix Wrote:
(2015-10-24, 18:33)Martijn Wrote: It's not possible to do it like other binary addons?

Do other binary addons have OpenGL and GLES versions?
Basically the OpenGL binary addon will have unresolved symbols when used on GLES and the GLES version will have unresolved symbols when used on OpenGL.

I specify:
Code:
<platform>linux</platform>
but really there needs to be additional categories so the repo can contain separate OpenGL and GLES versions, and you just see the addons that your platform supports.
Not sure.

different addon id would be a solution but not the best

This would be some solution
https://github.com/xbmc/xbmc/pull/5837
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(2015-10-24, 19:00)Martijn Wrote: This would be some solution
https://github.com/xbmc/xbmc/pull/5837

Yes, that would help. It's not quite right as it doesn't directly allow GL vs GLES, but it's probably close enough as I believe all arm platforms use GLES.
Seems that PR is necessary for binary add-on support. There is currently no way to distinguish arm linux from x86 linux in a binary add-on, and an arm binary add-on is not going to work on x86...
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(2015-10-24, 18:40)popcornmix Wrote:
(2015-10-24, 18:33)Martijn Wrote: It's not possible to do it like other binary addons?

Do other binary addons have OpenGL and GLES versions?
Basically the OpenGL binary addon will have unresolved symbols when used on GLES and the GLES version will have unresolved symbols when used on OpenGL.
You can have both, its decided/detected at build time. E.g. Vnsi does this as well

see https://github.com/kodi-pvr/pvr.vdr.vnsi...xt#L21-L50
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(2015-10-24, 19:06)wsnipex Wrote: You can have both, its decided/detected at build time. E.g. Vnsi does this as well

You mean with dlopen? Still this won't help arm linux vs x86 linux would it?
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no, compile time. We simply detect if the platform needs GL or GLES and compile that in. Just like we do in kodi itself.
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(2015-10-24, 19:29)wsnipex Wrote: no, compile time. We simply detect if the platform needs GL or GLES and compile that in. Just like we do in kodi itself.

But for a binary add-on in the repo?
I have a shadertoy binary add-on that works on Pi (and other arm platforms). When I build it, it will be compiled for ARM and will link with GLES. That's all fine.
But when put in the official kodi repo, what stops someone trying to install on x86 linux with desktop OpenGL?
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Kodi repo will have to be sorted out at later stage. For now we just ship it included

For repo we'll have to make sure the platforms have their own repo
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(2015-10-24, 19:33)Martijn Wrote: Kodi repo will have to be sorted out at later stage. For now we just ship it included

For repo we'll have to make sure the platforms have their own repo

So anything in https://github.com/xbmc/repo-binary-addons gets built with kodi and included by default?
Shadertoy includes a number of textures, so screensaver and visualisation are each about 11MB.
(in theory they could share textures, but probably not simply, and I'm not sure all textures are currently used, so it could perhaps be trimmed a bit).
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For now yes.
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For troubleshooting and bug reporting, read this first
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Is it possible to have an autochange feature in the shadertoy addony by popcornmix?
Maybe with an option to configure a delay?

Would be very cool. Thx
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(2015-10-24, 19:44)popcornmix Wrote:
(2015-10-24, 19:33)Martijn Wrote: Kodi repo will have to be sorted out at later stage. For now we just ship it included

For repo we'll have to make sure the platforms have their own repo

So anything in https://github.com/xbmc/repo-binary-addons gets built with kodi and included by default?
Shadertoy includes a number of textures, so screensaver and visualisation are each about 11MB.
(in theory they could share textures, but probably not simply, and I'm not sure all textures are currently used, so it could perhaps be trimmed a bit).

Actually there are textures that are missing from the visualization at least they werent implemented and some visualizations would need them.

Comment at http://forum.kodi.tv/showthread.php?tid=...pid2017294

See for instance http://forum.kodi.tv/showthread.php?tid=...pid2015058

that I had to remove the cubemaps textures assigned to channel1 because they are not implemented in kodi shadertoy, or at least they werent.

See the original shader at https://www.shadertoy.com/view/llBGR1# using cubemaps.

If we can get shaders working in kodi shadertoy by replacing textures and making minor adjustments and still making them reasonally good looking then its safe to remove unused stuff, else its a cat and mouse chase trying to find out what is included to get things working.
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