Author Topic: BassBox 2011 (version 2.60)  (Read 75221 times)

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Offline Patrice Terrier

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Helios plugin
« Reply #75 on: October 24, 2010, 06:29:21 PM »
Here is a new BassBox visual plugin: Helios

This is an emitter attracter particle system, very sensitive to the audio peak level.

Note: Both DLL and PB source code are provided into the ZIP file, the new textures are inside the "Texture" folder, and they must be copied into the existing BassBox "Texture" folder, while the DLL must be copied into the BassBox "Plugin" folder.





Best to see it in full screen mode.

Enjoy!

...

« Last Edit: October 25, 2010, 12:01:17 AM by Patrice Terrier »
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Offline Patrice Terrier

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Monolith plugin
« Reply #76 on: October 26, 2010, 07:20:14 PM »
Here is a new BassBox visual plugin: Monolith

This one was based on the "StarGate" demoscene.

Note: Both DLL and PB source code are provided into the ZIP file, the new textures are inside the "Texture" folder, and they must be copied into the existing BassBox "Texture" folder, while the DLL must be copied into the BassBox "Plugin" folder.



Best to see it in full screen mode.

Enjoy!

...

« Last Edit: October 27, 2010, 01:04:49 PM by Patrice Terrier »
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Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #77 on: October 29, 2010, 08:25:02 PM »
To my friends,

This is a small fix to apply to the BassBox source code of version 2.53:

Quote
        CASE %ID_FULLSCREEN
              gbFullScreen = NOT gbFullScreen
              IF gbFullScreen THEN

                 FOR K = %ID_BTN_PLAY TO %ID_FULLSCREEN
                     SELECT CASE LONG K
                     CASE %ID_PlayList, %ID_Background, %ID_PlugList
                     CASE ELSE
                         CALL ShowWindow(zGetMainItem(K), %SW_HIDE)
                     END SELECT
                 NEXT
                 FOR K = 0 TO gnPluginCount -1
                     CALL ShowWindow(zGetMainItem(%ID_PLUGIN_FIRST + K), %SW_HIDE)
                 NEXT

'''''''''''''''''''// 2.54
                 IsMaximized = IsZoomed(hWnd)
                 IF IsMaximized = 0 THEN
                    CALL zButtonSysCommand(hWnd, MAKLNG(%ID_MAXIMIZE, 0))
                 END IF
'''''''''''''''''''

                CALL ShowWindow(zGetMainItem(%ID_RESTORE), %SW_HIDE)
                 CALL ShowWindow(zGetMainItem(%ID_MAXIMIZE), %SW_HIDE)
                 CALL ShowWindow(zGetMainItem(%ID_CLOSE), %SW_HIDE)
                 CALL ShowWindow(zGetMainItem(%ID_MINIMIZE), %SW_HIDE)
                 CALL ShowWindow(zGetMainItem(%ID_LED), %SW_HIDE)

                 CALL zPAINTBACKCOLOR(zColorARGB(255, 0), 1)

                 nACTIVECAPTION  = SK_ACTIVECAPTION()
                 nINACTIVECAPTION = SK_INACTIVECAPTION()
                 CALL zSplitColorARGB(nACTIVECAPTION, cAlpha, Red, Green, Blue)
                 gColorCaption = zColorARGB(16, RGB(Red, Green, Blue))
                 CALL zACTIVECAPTION(gColorCaption, %WRITE)
                 CALL zINACTIVECAPTION(gColorCaption, %WRITE)

'''''''''''''''''''// 2.54
'                 IsMaximized = IsZoomed(hWnd)
'                 IF IsMaximized = 0 THEN
'                    CALL zButtonSysCommand(hWnd, MAKLNG(%ID_MAXIMIZE, 0))
'                 END IF

              ELSE
« Last Edit: October 31, 2010, 10:15:47 AM by Patrice Terrier »
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Offline Patrice Terrier

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Helios2 plugin
« Reply #78 on: November 03, 2010, 11:50:42 AM »
Here is a reworked version of the Helios plugin.

What is new:

Spheres are replaced by quad surfaces, using billboarding to keep them always oriented in front of the moving camera.
New dark grid background, using diffuse higlighting when the attracter quad surface become brighter.
Smaller CPU footprint.

Note: Both DLL and PB source code are provided into the ZIP file, the new textures are inside the "Texture" folder, and they must be copied into the existing BassBox "Texture" folder, while the DLL must be copied into the BassBox "Plugin" folder.

Best to see it in full screen mode.


Tell me if you prefer this version or the previous one?

...

Patrice Terrier
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Offline Patrice Terrier

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Asleep plugin
« Reply #79 on: December 12, 2010, 03:30:45 PM »
The Asleep project has been converted into a new BassBox plugin.


Screen shot of Asleep playing full screen





Note: Unzip the attached Asleep.zip into your BassBox directory, preserving the embedded folder tree structure.

...
« Last Edit: December 12, 2010, 03:33:10 PM by Patrice Terrier »
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Offline Patrice Terrier

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Problem with ATI AMD Radeon HD 6770M
« Reply #80 on: June 24, 2011, 06:04:09 PM »
After a major hard disk failure, i just bought a new "HP Pavilion dv7-6090ef" laptop using this graphic chipset:
AMD ATI Radeon HD 6770M (running in 1600 x 900)
I encounter a problem using the BassBox "Matrix" plugin with it, that GPF after 20 to 30 seconds, never had such problemn with NVidia.

Does anyone encounter the same problem running the "Matrix" plugin on ATI?

Note: The graphic card is using OpenGL 6.14.10.10600

...

Patrice Terrier
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Offline Charles Pegge

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Re: BassBox 2009 (version 2.53)
« Reply #81 on: June 25, 2011, 07:20:42 PM »
Patrice,

Since it works for 20 seconds I would guess it is a badly handled buffer overflow in the ATI hardware. Are you accumulating any textures?

Or maybe the chips are overheating  ;D It happened to one of mine once - an ATI Radion.

Charles

Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #82 on: June 26, 2011, 08:38:45 AM »
Charles,

So far i have no idea of what could be the cause, and "Matrix" is the only BassBox plugin which fails with this ATI chipset.

Do you know of a good OpenGL debugger i could try?


Added:
I did check with gDEBugger (that is now free) and i couldn't find any error, however i am unsure if i use this debugger correctly.

Perhaps Petr has more experience with it, Petr?

...
« Last Edit: June 26, 2011, 08:06:01 PM by Patrice Terrier »
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Offline Petr Schreiber

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Re: BassBox 2009 (version 2.53)
« Reply #83 on: June 26, 2011, 06:24:01 PM »
Hi Patrice,

I will check it out. It is generally true that NVIDIA allows you to do some "stunts" beyond OpenGL specification, which may crash on ATi's which are very strict in their implementations.

Regarding your new GPU, could you please run this program on it:
http://www.powerbasic.com/support/pbforums/showthread.php?t=40075

Version 6.14.10.10600 is version of driver, not of OpenGL as such. Looking at the number format, it seems to me like driver from 14th June 2010, maybe good idea to upgrade it.

What do you get when you call glGetError on your PC?


Petr
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Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #84 on: June 26, 2011, 07:42:00 PM »
Petr--

Here is the result of OpenGL_Support_Test:
Code: [Select]
Vendor: ATI TECHNOLOGIES INC.
Renderer: RADEON (TM) HD 6770M    
OpenGL: 4.1.10600 COMPATIBILITY PROFILE CONTEXT
Extensions( 196 ):
GL_AMDX_DEBUG_OUTPUT
GL_AMDX_VERTEX_SHADER_TESSELLATOR
GL_AMD_CONSERVATIVE_DEPTH
GL_AMD_DEBUG_OUTPUT
GL_AMD_DEPTH_CLAMP_SEPARATE
GL_AMD_DRAW_BUFFERS_BLEND
GL_AMD_NAME_GEN_DELETE
GL_AMD_PERFORMANCE_MONITOR
GL_AMD_SAMPLE_POSITIONS
GL_AMD_SEAMLESS_CUBEMAP_PER_TEXTURE
GL_AMD_SHADER_STENCIL_EXPORT
GL_AMD_SHADER_TRACE
GL_AMD_TEXTURE_CUBE_MAP_ARRAY
GL_AMD_TEXTURE_TEXTURE4
GL_AMD_TRANSFORM_FEEDBACK3_LINES_TRIANGLES
GL_AMD_VERTEX_SHADER_TESSELLATOR
GL_ARB_ES2_COMPATIBILITY
GL_ARB_BLEND_FUNC_EXTENDED
GL_ARB_COLOR_BUFFER_FLOAT
GL_ARB_COPY_BUFFER
GL_ARB_DEPTH_BUFFER_FLOAT
GL_ARB_DEPTH_CLAMP
GL_ARB_DEPTH_TEXTURE
GL_ARB_DRAW_BUFFERS
GL_ARB_DRAW_BUFFERS_BLEND
GL_ARB_DRAW_ELEMENTS_BASE_VERTEX
GL_ARB_DRAW_INDIRECT
GL_ARB_DRAW_INSTANCED
GL_ARB_EXPLICIT_ATTRIB_LOCATION
GL_ARB_FRAGMENT_COORD_CONVENTIONS
GL_ARB_FRAGMENT_PROGRAM
GL_ARB_FRAGMENT_PROGRAM_SHADOW
GL_ARB_FRAGMENT_SHADER
GL_ARB_FRAMEBUFFER_OBJECT
GL_ARB_FRAMEBUFFER_SRGB
GL_ARB_GEOMETRY_SHADER4
GL_ARB_GET_PROGRAM_BINARY
GL_ARB_GPU_SHADER5
GL_ARB_GPU_SHADER_FP64
GL_ARB_HALF_FLOAT_PIXEL
GL_ARB_HALF_FLOAT_VERTEX
GL_ARB_IMAGING
GL_ARB_INSTANCED_ARRAYS
GL_ARB_MAP_BUFFER_RANGE
GL_ARB_MULTISAMPLE
GL_ARB_MULTITEXTURE
GL_ARB_OCCLUSION_QUERY
GL_ARB_OCCLUSION_QUERY2
GL_ARB_PIXEL_BUFFER_OBJECT
GL_ARB_POINT_PARAMETERS
GL_ARB_POINT_SPRITE
GL_ARB_PROVOKING_VERTEX
GL_ARB_SAMPLE_SHADING
GL_ARB_SAMPLER_OBJECTS
GL_ARB_SEAMLESS_CUBE_MAP
GL_ARB_SEPARATE_SHADER_OBJECTS
GL_ARB_SHADER_BIT_ENCODING
GL_ARB_SHADER_OBJECTS
GL_ARB_SHADER_PRECISION
GL_ARB_SHADER_STENCIL_EXPORT
GL_ARB_SHADER_SUBROUTINE
GL_ARB_SHADER_TEXTURE_LOD
GL_ARB_SHADING_LANGUAGE_100
GL_ARB_SHADOW
GL_ARB_SHADOW_AMBIENT
GL_ARB_SYNC
GL_ARB_TESSELLATION_SHADER
GL_ARB_TEXTURE_BORDER_CLAMP
GL_ARB_TEXTURE_BUFFER_OBJECT
GL_ARB_TEXTURE_BUFFER_OBJECT_RGB32
GL_ARB_TEXTURE_COMPRESSION
GL_ARB_TEXTURE_COMPRESSION_BPTC
GL_ARB_TEXTURE_COMPRESSION_RGTC
GL_ARB_TEXTURE_CUBE_MAP
GL_ARB_TEXTURE_CUBE_MAP_ARRAY
GL_ARB_TEXTURE_ENV_ADD
GL_ARB_TEXTURE_ENV_COMBINE
GL_ARB_TEXTURE_ENV_CROSSBAR
GL_ARB_TEXTURE_ENV_DOT3
GL_ARB_TEXTURE_FLOAT
GL_ARB_TEXTURE_GATHER
GL_ARB_TEXTURE_MIRRORED_REPEAT
GL_ARB_TEXTURE_MULTISAMPLE
GL_ARB_TEXTURE_NON_POWER_OF_TWO
GL_ARB_TEXTURE_QUERY_LOD
GL_ARB_TEXTURE_RECTANGLE
GL_ARB_TEXTURE_RG
GL_ARB_TEXTURE_RGB10_A2UI
GL_ARB_TEXTURE_SNORM
GL_ARB_TIMER_QUERY
GL_ARB_TRANSFORM_FEEDBACK2
GL_ARB_TRANSFORM_FEEDBACK3
GL_ARB_TRANSPOSE_MATRIX
GL_ARB_UNIFORM_BUFFER_OBJECT
GL_ARB_VERTEX_ARRAY_BGRA
GL_ARB_VERTEX_ARRAY_OBJECT
GL_ARB_VERTEX_ATTRIB_64BIT
GL_ARB_VERTEX_BUFFER_OBJECT
GL_ARB_VERTEX_PROGRAM
GL_ARB_VERTEX_SHADER
GL_ARB_VERTEX_TYPE_2_10_10_10_REV
GL_ARB_VIEWPORT_ARRAY
GL_ARB_WINDOW_POS
GL_ATI_DRAW_BUFFERS
GL_ATI_ENVMAP_BUMPMAP
GL_ATI_FRAGMENT_SHADER
GL_ATI_MEMINFO
GL_ATI_SEPARATE_STENCIL
GL_ATI_TEXTURE_COMPRESSION_3DC
GL_ATI_TEXTURE_ENV_COMBINE3
GL_ATI_TEXTURE_FLOAT
GL_ATI_TEXTURE_MIRROR_ONCE
GL_EXT_ABGR
GL_EXT_BGRA
GL_EXT_BINDABLE_UNIFORM
GL_EXT_BLEND_COLOR
GL_EXT_BLEND_EQUATION_SEPARATE
GL_EXT_BLEND_FUNC_SEPARATE
GL_EXT_BLEND_MINMAX
GL_EXT_BLEND_SUBTRACT
GL_EXT_COMPILED_VERTEX_ARRAY
GL_EXT_COPY_BUFFER
GL_EXT_COPY_TEXTURE
GL_EXT_DIRECT_STATE_ACCESS
GL_EXT_DRAW_BUFFERS2
GL_EXT_DRAW_INSTANCED
GL_EXT_DRAW_RANGE_ELEMENTS
GL_EXT_FOG_COORD
GL_EXT_FRAMEBUFFER_BLIT
GL_EXT_FRAMEBUFFER_MULTISAMPLE
GL_EXT_FRAMEBUFFER_OBJECT
GL_EXT_FRAMEBUFFER_SRGB
GL_EXT_GEOMETRY_SHADER4
GL_EXT_GPU_PROGRAM_PARAMETERS
GL_EXT_GPU_SHADER4
GL_EXT_HISTOGRAM
GL_EXT_MULTI_DRAW_ARRAYS
GL_EXT_PACKED_DEPTH_STENCIL
GL_EXT_PACKED_FLOAT
GL_EXT_PACKED_PIXELS
GL_EXT_PIXEL_BUFFER_OBJECT
GL_EXT_POINT_PARAMETERS
GL_EXT_PROVOKING_VERTEX
GL_EXT_RESCALE_NORMAL
GL_EXT_SECONDARY_COLOR
GL_EXT_SEPARATE_SPECULAR_COLOR
GL_EXT_SHADER_IMAGE_LOAD_STORE
GL_EXT_SHADOW_FUNCS
GL_EXT_STENCIL_WRAP
GL_EXT_SUBTEXTURE
GL_EXT_TEXGEN_REFLECTION
GL_EXT_TEXTURE3D
GL_EXT_TEXTURE_ARRAY
GL_EXT_TEXTURE_BUFFER_OBJECT
GL_EXT_TEXTURE_COMPRESSION_BPTC
GL_EXT_TEXTURE_COMPRESSION_LATC
GL_EXT_TEXTURE_COMPRESSION_RGTC
GL_EXT_TEXTURE_COMPRESSION_S3TC
GL_EXT_TEXTURE_CUBE_MAP
GL_EXT_TEXTURE_EDGE_CLAMP
GL_EXT_TEXTURE_ENV_ADD
GL_EXT_TEXTURE_ENV_COMBINE
GL_EXT_TEXTURE_ENV_DOT3
GL_EXT_TEXTURE_FILTER_ANISOTROPIC
GL_EXT_TEXTURE_INTEGER
GL_EXT_TEXTURE_LOD
GL_EXT_TEXTURE_LOD_BIAS
GL_EXT_TEXTURE_MIRROR_CLAMP
GL_EXT_TEXTURE_OBJECT
GL_EXT_TEXTURE_RECTANGLE
GL_EXT_TEXTURE_SRGB
GL_EXT_TEXTURE_SHARED_EXPONENT
GL_EXT_TEXTURE_SNORM
GL_EXT_TEXTURE_SWIZZLE
GL_EXT_TIMER_QUERY
GL_EXT_TRANSFORM_FEEDBACK
GL_EXT_VERTEX_ARRAY
GL_EXT_VERTEX_ARRAY_BGRA
GL_EXT_VERTEX_ATTRIB_64BIT
GL_IBM_TEXTURE_MIRRORED_REPEAT
GL_KTX_BUFFER_REGION
GL_NV_BLEND_SQUARE
GL_NV_CONDITIONAL_RENDER
GL_NV_COPY_DEPTH_TO_COLOR
GL_NV_EXPLICIT_MULTISAMPLE
GL_NV_FLOAT_BUFFER
GL_NV_HALF_FLOAT
GL_NV_PRIMITIVE_RESTART
GL_NV_TEXGEN_REFLECTION
GL_NV_TEXTURE_BARRIER
GL_SGIS_GENERATE_MIPMAP
GL_SGIS_TEXTURE_EDGE_CLAMP
GL_SGIS_TEXTURE_LOD
GL_SUN_MULTI_DRAW_ARRAYS
GL_WIN_SWAP_HINT
WGL_EXT_SWAP_CONTROL

So far, i have checked glGetError with just a few functions.

Added:
It doesn't hang up when i run it using gDEBugger...
« Last Edit: June 26, 2011, 08:01:56 PM by Patrice Terrier »
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Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #85 on: June 28, 2011, 09:05:19 AM »
GL_STACK_OVERFLOW, that seems to be the error with ATI, no error with NVIDIA...
« Last Edit: June 28, 2011, 01:41:46 PM by Patrice Terrier »
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Offline Petr Schreiber

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Re: BassBox 2009 (version 2.53)
« Reply #86 on: June 29, 2011, 08:46:44 AM »
Hi Patrice,

now we have clue :)
Please try to find after which command this happens - it is usually caused by not paired Push/Pop matrix calls, but that does not seem the case for Matrix plugin.

I sadly can't get the error on my NVIDIA setup, so it is quite hard to catch.


Petr


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Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #87 on: June 29, 2011, 10:10:55 AM »
I did try to contact Jürgen Huhn who wrote most of the Matrix plugin, to see if he could have a clue, however he seems to have disappeared.
I even leaved a message for him on "www.huhn-dialog.de", but no answer, i hope nothing wrong happened to him.

...

Patrice Terrier
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Offline Patrice Terrier

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Re: BassBox 2009 (version 2.53)
« Reply #88 on: June 29, 2011, 06:30:55 PM »
Petr, Charles,

I think i have found the problem, looks like the multiple calls to glFlush(), inside of the Matrix plugin, could cause a stack overflow with ATI.

Doing it only once before wglMakeCurrent, seems quite enough.

...

« Last Edit: June 29, 2011, 06:34:40 PM by Patrice Terrier »
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Offline Petr Schreiber

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Re: BassBox 2009 (version 2.53)
« Reply #89 on: June 30, 2011, 09:12:30 AM »
Hi Patrice,

thanks a lot for sharing this info, this would never occur to me, as glFlush documentation does not mention this error as possible output:
http://www.opengl.org/sdk/docs/man3/xhtml/glFlush.xml

I consider this a problem worth reporting to ATi.


Petr
AMD Sempron 3400+ | 1GB RAM @ 533MHz | GeForce 6200 / GeForce 9500GT | 32bit Windows XP SP3

psch.thinbasic.com