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Post by twoifbysea on Apr 1, 2018 5:37:54 GMT 1
Rob,
It loads and is visible within a container, but is not visible in the panel view. Yes, I use it one every project. It’s a great tool to use if you don’t trust your eyes to align stuff.
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Post by Rob on Apr 1, 2018 9:39:59 GMT 1
Ahh, you're right..  It's time to switch to Direct2D then. There is only one draw example in the SDK, hope I can easily recreate it.
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Post by Rob on Apr 1, 2018 9:57:56 GMT 1
Hmm, I did "build code skeleton" and compiled it using the new stuff. There is a simple "hello world" code bit, but that also doesn't show in panel view.. I've posted this also on the SDK usergroup, now wait for Jeff to respond. 
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Post by twoifbysea on Apr 2, 2018 2:46:29 GMT 1
Thanks Rob
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Post by Rob on Apr 4, 2018 18:24:26 GMT 1
Yey, Jeff provided the answer. 
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Post by Rob on Apr 6, 2018 12:48:22 GMT 1
Managed to create a Hatch / Grid, but it's not finished yet.
Issues: - Resize of the window causes several lines to dissapear. Maybe a redraw issue. Edit: solved. - Drawline command different from what is expected, need to ask Jeff about this. Edit: solved.
Features I want to include in final: - Be able to set cell size ( line width ) thru a pin. Edit: can add it, but I need to take into account what it does to the pixel readout. - Set Color. Edit: added line color and background color change thru pins. - Line thickness? - Line solid or e.g. dotted - Antialiased? Edit: haven't found the function for this yet in GMPI, direct2D does have an option to do it.
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Post by twoifbysea on Apr 7, 2018 4:05:55 GMT 1
Thanks for your work Rob
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Post by Rob on Apr 7, 2018 16:59:25 GMT 1
PS: I also started trying to compile Mac sems, using a MacOS virtual machine I created today on my Windows 10 desktop. Got High sierra version 10.13.4 running with Xcode 9.3 IDE. While following Jeff his tutorial to compile an example mac sem ran into an error tho, reported it. Hope this works! It's way cheaper then buying a mac or renting something online.  
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Post by Rob on Apr 8, 2018 10:53:15 GMT 1
Test version, try it Dave (note: pins don't work yet! )  . In SE1.4 there seems to be a redraw problem, in SE1.3 it's fine Download link
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Post by Rob on Apr 8, 2018 19:51:07 GMT 1
New test version, can change colors and transparancy ( ARGB ) now. Value ranges from 0 to 1.0 float.
Included a testproject, made using SE 1.3
Downloadlink
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Post by twoifbysea on Apr 9, 2018 14:41:38 GMT 1
Rob,
I just tried out the test project. In SE 1.3, the grid looks good, but the pins don't work. In SE 1.4 the horizontal and vertical lines continue on outside on the box. In both 1.3 & 1.4 the pins don't seem to work, but colors can be adjusted by manually entering values. Thanks again for your work.
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Post by Rob on Apr 9, 2018 18:38:47 GMT 1
Err? Here in SE1.3 and SE1.4 the pins work fine in my project when I start the SE engine. I installed the latest versions, no problem here.
SE 1.4 is buggy with the continuous lines, in SE1.3 it's fine. Jeff needs to fix that bit ( posted in the SDK group already ).
New version, with 1.3 / 1.4 project. - Can turn off Width / Height readout (Bool pin).
Downloadlink
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Post by twoifbysea on Apr 9, 2018 20:37:28 GMT 1
*Slaps self in forehead* You are correct sir.
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Post by Rob on Apr 11, 2018 18:25:43 GMT 1
New preview version:
- Changed the grid offset so the readout can be clearly read now. - Added change background color thru pins. - Pin order subject to change, and maybe move them to property view. Not sure yet.
Download link ( newer version available below! )
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Post by Rob on Apr 12, 2018 19:24:56 GMT 1
Update: - Added another gridline ( normal grid x 4 ), which can be color adjusted as well. - Rearranged the pinorder, so rescan modules and reconnect the wires. Bugfix: - x64 version: Out of boundary lines are tamed now, I needed a function to handle that. Thanks to Jeff. Download x64 Download x86Note: zips include a SE 1.3 and SE 1.4 test projectfile ( turn Synthedit engine on ).
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Post by Rob on May 25, 2018 9:36:09 GMT 1
Preview version update: - Default pin settings added, looks better on first load. Download ( x86 & x64 ): Rhhatch2.zip
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Post by Rob on Sept 23, 2018 22:17:29 GMT 1
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Post by Rob on Oct 7, 2018 17:02:13 GMT 1
Update: All DSP modules are done (x86, x64, Mac ). The old RH-DSP-SDK3.sem file can be removed (or backupped), all is in the new RH-DSP.sem Notes: - Had to leave the biquad module in the old coding style, I don't (yet) understand how Jeff does certain things in his filters. - Added some extra modules. - MAC export was a debug version, didn't know that! Release version in zip, folder name and contents correct now. Download link: rhmodules.nl/temp/SE/RH-DSP.zip
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Post by twoifbysea on Oct 9, 2018 23:22:46 GMT 1
Rob, Where should the MAC versions be installed?
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Post by Rob on Oct 12, 2018 18:39:48 GMT 1
www.synthedit.com/software-development-kit/sdk-version-3-documentation/building-mac-sems/To use your module in a Mac VST3 plugin Copy your Mac SEM back to you Windows system. It goes in: C:\Program Files\SynthEdit 1.2\mac_assets\modules\ or C:\Program Files\SynthEdit 1.3\mac_assets\modules\ or C:\Program Files\SynthEdit 1.4\mac_assets\modules\ Now when you Export a VST3 plugin, SynthEdit will include your Mac module in the bundle. (the exported Mac VST3 plugin should be in your Documents folder, i.e. "...\Documents\SynthEdit Projects\Mac Export\".
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