8 Feb 2025 |
Hayden_A | Somewhen, a singletons broke. Hard. With the patch I'm working on, several thing broke. It feels as the to order of how things compile has changed. For example, my enum types haven't loaded my singleton doesn't work and I'm not sure if files load or if if they're null because other stuff doesn't
I can't share the code publicly, but I'll try to make a minimum example when I get the time. If any of this rings a bell to the devs you could already know the issue
| 16:39:13 |
tebjan | it is a global frame counter that is counted ob on the sync server machine and all clients get it. with that you can do perfectly synced image stacks | 16:39:48 |
Hayden_A | Preview 7.0084 | 16:40:09 |
antokhio | Hi, just broke my project few days ago | 16:40:22 |
tebjan | they will be synced to the displays refresh, the exact moment when it counts up, i dont know | 16:40:31 |
antokhio | Decided to do a quick change, now it's gone ) | 16:40:44 |
antokhio | So.. U use C# code? | 16:40:53 |
antokhio | Make sure your solution builds | 16:41:07 |
antokhio | When u do singleton, it's bit of pain since it may not be registered on first frame just yet | 16:41:53 |
antokhio | I think the behavior is bit different when you use it nodes with Update and nodes need it on create for instance | 16:42:59 |
antokhio | Anyways, there is LOG | 16:43:31 |
antokhio |  Download image.png | 16:43:32 |
antokhio | That's your only salvation | 16:43:43 |
antokhio |  Download image.png | 16:44:22 |
antokhio | Like displacement draws second mesh for somereason | 16:44:53 |
antokhio |  Download image.png | 16:44:54 |
tebjan | * it is a global frame counter that is counted ob on the sync server machine and all clients get it. With that, you can perfectly sync image stacks on multiple machines with hardware gen lock. | 16:47:20 |
tebjan | * it is a global frame counter that is counted ub on the sync server machine and all clients get it. With that, you can perfectly sync image stacks on multiple machines with hardware genlock. | 16:47:52 |
antokhio | Ok seems that is a displacement what is broken, it draws second mesh for some reason | 16:48:28 |
antokhio | Download stride-displacement-bug.vl | 16:51:22 |
antokhio | las time i spend hour, because misstyped some channel path | 16:57:50 |
antokhio | * last time I spent a hour, because misstyped some channel path | 16:58:07 |
bj-rn | If I understood this correctly when the server is configured to use internal timing the timing is synchronized to the vertical sync pulse (by default the one of the primary display). | 17:11:12 |
c nisidis | there is an option on plane "Generate Back Face", if you disable it (it is enabled by default) you will get what you are looking for. | 17:12:36 |
antokhio | Pfff | 17:13:02 |
antokhio | Thanks bro | 17:13:09 |
tebjan | * it is a global frame counter that is counted up on the sync server machine and all clients get it. With that, you can perfectly sync image stacks on multiple machines with hardware genlock. | 17:19:16 |
texone | Download bandicam 2025-02-09 00-08-52-694.mp4 | 23:12:23 |
texone | showcasing gaussian splat integration with fuse and stride looks promising | 23:13:07 |
9 Feb 2025 |
tebjan | That's what we want to see! 🤩 | 00:09:10 |