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Messages - FallenWyvern

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1
If all the ext libs are copied, motion and motionnet dll's are next to the executable, what then?

2
DotNet / Re: Mono and SFML.net
« on: July 24, 2014, 03:17:18 pm »
For the record, I am using 32bit SFML.NET libs on Ubuntu 64bit without any issues. Sorry I really can't help you anymore.  :P

I appreciate it. My bosses asked me to look into transitions between sprites so I'm doing that now, maybe once I get back to it I'll dig deeper.

3
DotNet / Re: Mono and SFML.net
« on: July 23, 2014, 04:42:32 pm »
Looks like the only solution I have is to enforce 32 bits by partitioning a new 32 bit linux install and starting from scratch. Laurent, I'll leave the 64 bit installation in case you come up with any other ideas.

It's disappointing that there is this confusing limitation, but I suppose that's the nature of using a C# wrapper of a C wrapper of a C++ program, in Mono.

4
DotNet / Re: Mono and SFML.net
« on: July 22, 2014, 04:52:18 pm »
Compiled for 64 bit on Windows and moved it over (which is fine, the .net framework allows that). Same error and I can confirm that they are 64 bit dll's now using the file command in linux.

Same segmentation fault. I'm at a loss as to how so many people can get this working without issue and I've been struggling for 10 days between IRC and the forums, and still not any further in on this.

5
DotNet / Re: Mono and SFML.net
« on: July 22, 2014, 04:40:00 pm »
Update:

Compiling for "Any CPU" does not solve the issue.

6
DotNet / Re: Mono and SFML.net
« on: July 22, 2014, 02:56:09 pm »
Quote
Cmake gives you the choice for creating either a normal solution or a 64bit solution if i recall correctly
That's for IDEs that support both... mainly Visual Studio. On Linux you must have the whole 32-bits toolchain and dependencies, which can be a lot to install.

You'd better figure out how to compile SFML.Net for 64-bits. When does this error happen? Is it all that is printed?

Yeah, that's all that is printed. A quick google (before my morning coffee mind you) has brought up that my dependency might be 32 bit, but when I did a file on libcsfml-system.so.2.1 it says 64 bit... hrm. Head scratcher.

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DotNet / Re: Mono and SFML.net
« on: July 21, 2014, 10:41:04 pm »
Certainly, all the .so's are 64 bit.

So I should either figure out why sfml.net won't compiled to 64 bit ("Could not write to file 'sfmlnet-system-2', cause: AMD64) or figure out how to compile all the CSFML/SFML stuff to 32... hrm

8
DotNet / Re: Mono and SFML.net
« on: July 21, 2014, 10:23:26 pm »
> Are you sure that everything is compiled for 32-bits then (SFML, CSFML, SFML.Net)? A mix between architectures could result in such a segfault.


That is my thought as well. Is there a way to check how SFML/CSFML were compiled? SFML.Net I can assure you is 32 bits, but I just did a git clone on the SFML/CSFML repos, used cmake-gui to build them and sudo make, then sudo make install to install them. I didn't see bit-options.

9
DotNet / Mono and SFML.net
« on: July 21, 2014, 10:00:26 pm »
So there are already a tonne of posts about this, but I'm not sure what to do next because no one else has quite had this issue.

First, SFML/CSFML are compiled from source and are in the /usr/local/lib directory.
Second, copying the c++ SFML code from the linux example and compiling works.
Third, I have all the SFMLnet dlls in the same directory as my exe.
Fourth, I have all the configmaps for DLL's in the same directory as my exe AND my source.
Fifth, my code only opens a window. It's literally just the RenderWindow and loop code.
Lastly, the error it's giving me is a Segmentation Fault : http://pastebin.com/0JLWchRX

My boss says it's unicode error but I don't think so. Is there anything obvious I'm doing wrong? It's Mint 15, 64 bit. I've compiled SFML.net's dlls for both 32, while 64 bit fails to compile.

10
SFML projects / Re: VideoStreamer - .NET Video Player
« on: June 24, 2014, 03:05:56 pm »
Did your new Motion library ever take care of that memory leak when dealing with many videos being loaded/unloaded?

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SFML projects / Re: VideoStreamer - .NET Video Player
« on: June 02, 2014, 04:19:35 pm »
So I believe I'm in need of someone pointing out what I'm overlooking.

1. Downloaded the CMake, SFML.NET, NetEXT, FFMPEG - Dev and VideoStreamer Source files.
2. Following the tutorial on your site, using CMake (set to VS2012) I was able to generate VideoStreamer without errors, however it is failing to actually build. There is no release folder.
3. Build CVideoStreamer in the same way. Also no release folder.

I can open these up in VS, I can build VideoStreamer (although there are some deprecation warnings) but CVideoStreamer gives me an error "Cannot Open DataFrame.h" and "VideoStream.h"

So I rebuild CVideoStreamer with CMake, which I can now point to a release folder. However I get the "Cannot open the include file, no such file or directory" errors again.

So what am I overlooking? I keep staring at the tutorial, but I'm not seeing what I missed.

-----------

Got it built. I had to delete the failed cmake version and recompile again. Was getting some SAFESEH errors but they didn't stop me from building.

Now my problem is the same. No audio on the video. I've uploaded a rar of the test video as well as my binaries I built. https://drive.google.com/file/d/0BxanGGXXqJaSN1FmbXg4RnRKNm8/edit?usp=sharing

12
SFML projects / Re: VideoStreamer - .NET Video Player
« on: May 30, 2014, 04:35:47 pm »
Figured it would be something like that. I'll keep you informed! Thanks for your time.

13
SFML projects / Re: VideoStreamer - .NET Video Player
« on: May 30, 2014, 03:42:09 pm »
How does one get audio to playback in this? There's nothing in the tutorial/sample about that.

I'm not sure what you mean, audio is played whenever the file that is loaded has an audio stream. If you want to just play back audio without video you should probably just use SFML's audio classes directly then.

That's weird. No audio is playing on my side. I'll play more with it tomorrow. I'm using the Pacific Rim Trailer (.mp4 format, h.264 encoding) as my test. It's a beautiful little library, with excellent performance. I tried using SDLdotNet to play video using raw FFMPEG output but SDLdotNet has a bad memory leak when applying frames to a surface so I'm very happy with this.

So I used user rcurtis's project that he linked in an earlier post to get the compiled version of your dll's (I'm lazy and wanted to see how the project worked) and so I'm using his "Video Player Test" which has a png background and a flv with an alpha channel (it's a deer on a quad).

I've added to this four copies (to see performance) of the Pacific Rim MP4 trailer. Using a StreamVideoPlayer (the same sort as the deer), no sound happens. When using a videostreamernet.videostream there is also no audio.

I see classes in videostreamernet for audio... but if it is supposed to work automatically I presume there's another class I should be using...

14
SFML projects / Re: VideoStreamer - .NET Video Player
« on: May 30, 2014, 04:21:09 am »
How does one get audio to playback in this? There's nothing in the tutorial/sample about that.

I'm not sure what you mean, audio is played whenever the file that is loaded has an audio stream. If you want to just play back audio without video you should probably just use SFML's audio classes directly then.

That's weird. No audio is playing on my side. I'll play more with it tomorrow. I'm using the Pacific Rim Trailer (.mp4 format, h.264 encoding) as my test. It's a beautiful little library, with excellent performance. I tried using SDLdotNet to play video using raw FFMPEG output but SDLdotNet has a bad memory leak when applying frames to a surface so I'm very happy with this.

15
SFML projects / Re: VideoStreamer - .NET Video Player
« on: May 29, 2014, 09:24:51 pm »
How does one get audio to playback in this? There's nothing in the tutorial/sample about that.

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