View Full Version : [PATCH] Building SDL/OpenGL port on Windows (Win32)
ArtVandelae
2008-01-29, 22:21
I recently had some free time so I worked on the SDL/OpenGL port and got it semi-functional under windows.
Current Issues:
Loading a python script causes it to crash.
Video playback is half working. The audio plays normally but the video playback is a slideshow (roughly 1 FPS).
Generating thumbnails for videos or photos causes it to crash.
If you select the video, audio, or photo browser menus and unhandled exception error comes up although the program will continue to run normally after you dismiss it. Roughly 60 seconds later, however, the program will suddenly terminate.
The patch is available on Sourceforge here (http://sourceforge.net/tracker/index.php?func=detail&aid=1882021&group_id=87054&atid=581840).
If you want to run it yourself to see the bugs, crashes and logs you can get a build here (http://www.megaupload.com/?d=SI2TXHT5)
jmarshall
2008-01-29, 22:36
Cool - I didn't need to add anything WRT critical sections last time (i.e. the xbox version worked just fine) but I guess some things may have changed in that respect.
I don't have time to check it out till at least next week, but perhaps someone else may have time to look at it before then.
Cheers,
Jonathan
ArtVandelae
2008-01-30, 01:02
Cool - I didn't need to add anything WRT critical sections last time (i.e. the xbox version worked just fine) but I guess some things may have changed in that respect.
In the current version of the linux port the CriticalSection class is now just a wrapper around the XCriticalSection class which contains the platform specific functions.
brief comments;
contains ALOT of cosmetics (in particular eol changes) - ditch these please.
Index: xbmc/cores/dvdplayer/DVDPlayer.cpp^M
================================================== =================^M
--- xbmc/cores/dvdplayer/DVDPlayer.cpp (revision 11438)^M
+++ xbmc/cores/dvdplayer/DVDPlayer.cpp (working copy)^M
@@ -22,7 +22,11 @@^M
#include "../../Picture.h"
#include "../ffmpeg/DllSwScale.h"
-#include "../../xbmc/utils/PerformanceSample.h"
+#ifdef HAS_PERFORMACE_SAMPLE
+#include "../../utils/PerformanceSample.h"
+#else
+#define MEASURE_FUNCTION
+#endif
PERFORMACE?
Index: xbmc/utils/HTTP.h^M
================================================== =================^M
--- xbmc/utils/HTTP.h (revision 11438)^M
+++ xbmc/utils/HTTP.h (working copy)^M
@@ -51,7 +51,7 @@^M
CAutoPtrSocket m_socket;
#ifndef _LINUX
- WSAEVENT hEvent;
+ void * hEvent;
why this change? and in any case; while there's the ever-lasting void* foo vs void *foo; a space there does not make an acceptable compromise ;)
ArtVandelae
2008-01-30, 18:07
brief comments;
contains ALOT of cosmetics (in particular eol changes) - ditch these please.
Done. Sorry about that.
PERFORMACE?
why this change? and in any case; while there's the ever-lasting void* foo vs void *foo; a space there does not make an acceptable compromise ;)
The change in DVDPlayer.cpp was due to the program not building properly if HAS_PERFORMANCE_SAMPLE was undefined.
The change in HTTP.h was due to some strange header inclusion problems I was encountering. WHen trying to compile ScraperParser the compiler complains that WSAEVENT is undefined and since WSAEVENT is just a HANDLE which is just a void * I made the change to temporarily fix the problem.
I'm making the necessary fixes to the patch and will resubmit it in a little while.
cool.
the HAS_PERFORMACE comment still applies though. look, no N.
ArtVandelae
2008-01-30, 18:22
PERFORMACE?
Oh, I just remembered I cut and pasted that #ifdef statement from Application.cpp. I just looked in the current svn repository to confirm my suspicions and it is spelled wrong there too.
aha.
well, then the use of wrong spelling is okay, and i will look in the log to figure out who to shout at :)
ArtVandelae
2008-01-30, 20:32
I cleaned up the patch and resubmitted it. It can be found here (http://sourceforge.net/tracker/index.php?func=detail&aid=1882873&group_id=87054&atid=581840).
monkeyman
2008-01-31, 08:10
I took the liberty of closing out your old patch as a dupe.
ArtVandelae
2008-01-31, 19:09
Thanks for deleting the old patch.
It turns out that most of the unhandled exception errors were due to an improper compiler setting (needs /EHa) that caused it to ignore XBMCs built-in exception handler. Setting this properly fixed the non-fatal errors that would come up every time a thread was started.
There is still a crashing problem that I have tracked to the DLL unloader. It seems that when the last loaded DLL is unloaded a crash occurs with the log showing messages about memory leaks. It doesn't matter what DLL is the last unloaded, the log messages and crash happens every time.
ArtVandelae
2008-02-01, 17:28
I tracked down the bug that was causing problems when unloading the DLLs. In the file dll_tracker.cpp the function void tracker_dll_free(DllLoader* pDll) basically works thusly:
for (TrackedDllsIter it = g_trackedDlls.begin(); it != g_trackedDlls.end(); ++it)
{
if ((*it)->pDll == pDll)
{
//Do deletion stuff here.
delete (*it);
it = g_trackedDlls.erase(it);
}
}
The problem comes after you call erase on the last item in the list. After doing so the variable "it" is set to the value of g_trackedDlls.end() and when it goes back to the top of the loop and tries to iterate the iterator that is at the end of the list a crash occurs. The solution I used is as follows:
for (TrackedDllsIter it = g_trackedDlls.begin(); it != g_trackedDlls.end();)
{
if ((*it)->pDll == pDll)
{
//Do deletion stuff here.
delete (*it);
it = g_trackedDlls.erase(it);
if(it != g_trackedDlls.end())
++it;
}
}
This way there is no chance of trying to iterate an iterator that is already at the end of the list. This single fix took care of both the seemingly random crashes during usage as well as the crashes on exit that I was experiencing.
Now if I can just find out why video images display at 1 FPS while the sound plays normally the SDL/GL version should have all of it's basic functionality running under Windows.
tangomar
2008-02-01, 22:08
Sounds good. Time to fork another Forum Dev folder for Win32? ;)
ArtVandelae
2008-02-01, 22:09
The code in the previous post still skips over items if a DLL is removed from the list. It should be
for (TrackedDllsIter it = g_trackedDlls.begin(); it != g_trackedDlls.end();)
{
if ((*it)->pDll == pDll)
{
//Do deletion stuff here.
delete (*it);
it = g_trackedDlls.erase(it);
}
else
{
++it;
}
}
Intrigued to see how it runs can you post a link to your latest build? Noticed the 1st post but seems quite unstable and dont need all the other bits, just the exe :)
Keep up the good work ;)
jmarshall
2008-02-01, 23:20
Nice find ArtVandelae (great nick btw ;)
I've fixed in trunk (rev 11493), so next merge it'll be fixed in branch.
Cheers,
Jonathan
ArtVandelae
2008-02-02, 00:30
Intrigued to see how it runs can you post a link to your latest build? Noticed the 1st post but seems quite unstable and dont need all the other bits, just the exe :)
Sure, here you go.
http://www.megaupload.com/?d=Q7TISTBM
ArtVandelae
2008-02-02, 22:27
I have located a bug that only seems to crop up when building with VC8 (or higher?) related to the Python DLL. It seems that as of this compiler version the behavior of the signal function in the libraries has changed. Formerly when it was passed an invalid signal type it would just return SIG_ERR. In the libraries that ship with VC8, however, when signal is called with an invalid signal type specified it results in an assertion and termination of the program.
Since Python initially tries all of the signal types during initialization, including ones invalid under Windows, it was crashing my build of XBMC. To get around this I had to add signal type checking to the dll_signal function in emu_msvcrt.cpp. If you are using VS2005 or higher it needs to look like this:
void (__cdecl * dll_signal(int sig, void (__cdecl *func)(int)))(int)
{
#if defined(_MSC_VER) && _MSC_VER >= 1400
if(sig == SIGINT || sig == SIGILL || sig == SIGFPE || sig == SIGSEGV || sig == SIGTERM || sig == SIGBREAK || sig == SIGABRT)
{
#endif
// the xbox has a NSIG of 23 (+1), problem is when calling signal with
// one of the signals below the xbox wil crash. Just return SIG_ERR
if (sig == SIGILL || sig == SIGFPE || sig == SIGSEGV) return SIG_ERR;
return signal(sig, func);
#if defined(_MSC_VER) && _MSC_VER >= 1400
}
return SIG_ERR;
#endif
}
CrazyIvan
2008-02-03, 00:01
Yeah baby! :grin:
Here's a link to the SDL runtime file installer and GLEW files that I needed to grab to get it to run:
http://downloads.sourceforge.net/cs-sdl/sdldotnet-6.0.0-runtime-setup.exe?modtime=1178440491&big_mirror=0
https://sourceforge.net/project/downloading.php?group_id=67586&filename=glew-1.5.0-win32.zip
I created an XBMC directory, dropped this executable in there along with the glew32.dll, installed the SDL runtime, downloaded the latest T3CH release (http://ftp.endpoint.nu/pub/repository/t3ch/XBMC-SVN_2008-01-27_rev11426-T3CH.rar) and put the contents of its XBMC directory in my new one. Moved the run_me_first.bat script from the T3CH win32 directory to my XBMC directory and ran it. XBMC starts and runs. Is there anyway to make it go full screen? F11 doesn';t seem to do anything Will play with it some more.
Thanks ArtVandelae!! Having the three major OS's covered can't help but make XBMC even more popular.
CrazyIvan
2008-02-03, 00:13
Whoops... Where does it store its screen resolution settings? I changed to Desktop 0x0 and now its screen is just a pixelated mess. I blew away everything and started over but the screen setting is still sticking. Any idea where this might be?
not 100% sure but possibly guisettings.xml in system or userdata folder dont have info in front of me at the moment
CrazyIvan
2008-02-03, 01:12
Found that I already had a T drive so all of the xml config files were not where I thought they were :blush:. What works (core GUI, pics, music and weather) seems very fast/responsive. Definitely excited about this one. Just to clarify, is this the linux branch but built for win32? Does the linux branch use a different set of files than the trunk, which comes with T3CH?
ArtVandelae
2008-02-03, 21:03
I did a little more work yesterday afternoon and I managed to get the OpenGL spectrum and waveform visualizations running under windows. They work with just one bug: when on the home screen with music playing you should be able to see the visualization playing behind the menu at all times. As of right now, however, the visualization is only visible when either the mouse cursor is visible or a dialog window is open.
Specifically, in the function CApplication::DoRender() the visualizations only display behind the menu if m_gWindowManager.RenderDialogs() or m_guiPointer.Render() is called after the initial m_gWindowManager.Render() function. I've traced through the code many times and still can't figure out why this is happening so if anyone has any suggestions I'm open to them.
ArtVandelae
2008-02-04, 00:45
I fixed the visualization bug. It turns out that it was drawing the visualization graphics all the time, but since texturing wasn't being disabled by the plugin it was sometimes drawing the visualization shapes with the last loaded textures which in the case of the home menu meant black bars and lines on a black background. I added glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D) calls within the plugin sources themselves and now they work perfectly.
Now to see if I can tackle this annoying video playback bug. It plays at normal speeds when it is in the small window in the file browser screens or when it is behind the home screen but not when it is in exclusive mode where the sound plays normally but the video becomes a slideshow.
Once I fix this bug I am going to do some code cleanup, update the VS2003 project files, make another source patch with the new changes and post a build to show the progress.
Fantastic work yet again... and greatly appreciated.
CrazyIvan
2008-02-04, 04:16
Awesome! I can see this port being VERY popular. :)
So we're talking here about possible full Windows port ? It would be great :)
we are talking about the windows linux port running on windows again
What is Windows Linux port? :) Is it porting Linux version of XBMC to Windows with everything running? (by everything I mean smooth GUI and as fast as Windows possible movies playback)
Sorry, but as I remember, only Linux was meant to be full XBMC port OS and Windows was meant to be somehow limited.
The linux port is made with SDL
SDL is a multi platform tool that means pretty much similar code can run on anything that has SDL support. The difference between the xbox version and the sdl version is SDL uses Opengl type stuff and xbox is directx, this means that the sdl version with little modifications can be made to run on most stuff in a way and is why we now have a Linux and an OSX port going as well as a SDL version for windows
ArtVandelae
2008-02-05, 22:58
I found the video playback bug. It was in the file RenderManager.cpp in the function FlipPage.
/* make sure any previous frame was presented */
if(g_graphicsContext.IsFullScreenVideo() && (!m_eventPresented.WaitMSec(MAXPRESENTDELAY*2)) )
CLog::Log(LOGERROR, " - Timeout waiting for previous frame to be presented");
Because m_eventPresented was no longer being updated due to the async renderer being phased out it was always waiting here for 1000ms (1 sec). Once I removed the wait function it runs normally.
Once I have more free time later this week I will fix some other minor issues (the mouse cursor is always limited to 720x576 no matter what the resolution and I want to make the -fs switch work), do some cleanup and submit what I have as it is now fairly stable and usable under windows. :)
m_eventPresented is set in CXBoxRenderManager::Present() which gets called from the GUI thread, so its possible that CXBoxRenderManager::Present() isn't doing what it's supposed to. If there is no wait, frames will be overwritten before they can be presented.
ArtVandelae
2008-02-05, 23:10
I'll go back and take a closer look at it then.
ArtVandelae
2008-02-05, 23:48
Ah, found it! I set a break point and found that Present() wasn't being called at any point so I started looking for references to it and found that CApplication::RenderNoPresent() is mostly #ifdefd out since it is only set to work when either _LINUX or HAS_XBOX_HARDWARE is defined. Once I added _WIN32 to the #ifdef line everything started working perfectly. Thanks for the tip!
ArtVandelae can you upload another exe so I can have a play ?
monkeyman
2008-02-06, 08:34
Hey, jm, are you wanting to review this patch and/or handle the check-in? I think this would be a great way to get more developers interested in the project.
As far as I noticed the one on sourceforge was old compaired to what he says he has working in here
monkeyman
2008-02-06, 08:56
Ah, I see that Art is doing on-going work for Win32. Would it still not be best to check in the SF patch to simply get compilation working while Art does his thing?
(PS. Love the Seinfeld reference.)
ArtVandelae
2008-02-06, 18:00
The SF patch doesn't do much beyond getting it to compile. The version I have now is much nicer then what the initial patch will get you.
I'll have some time later today to fix a couple of minor issues and then I will post another executable. I'll probably get around to cleaning up my changes to the code and submitting a new patch this weekend.
pretty good for a guy in latex ^_^
ArtVandelae
2008-02-07, 01:11
Here is the latest executable. I also threw in the visualizations that I built for Windows.
http://www.megaupload.com/?d=UUYS1SS0
This actualy works nice good to see visualizations on win32 but video didn't play for me at all. Not sure if it was meant too also the keyboard didn't act the same on xbox win32 (directx version) and linux the menu(right click) button on the keyboard opened up the context menu on this it dosn't
ArtVandelae
2008-02-07, 04:08
I made a mistake with a DLL name in one of the header files. Try this fixed build.
http://www.megaupload.com/?d=767JR27Z
As for the keyboard and mouse assignments I never touched them and have no idea as to why they would be different.
Well, just tested it and can say: good job :D
One thing, how to make it fullscreen? Linux method doesn't work
What about possibility to turn off / choose wchich mkv included / separate file subs to use?
Any chances for choosing decoder under Windows platform ? (like Cyberlink Vs CoreAVC Vs FFdshow possibility in MediaPortal)
Sorry for posting this here, but there is no "XBMC for Windows Users Only" subforum
Indeed very impressive! Keep up the good work!
@embrion:
Fullscreen is working, here is my run_me_first.bat :
subst q: ..\..
subst p: q:\userdata
subst t: q:\userdata
subst z: q:\cache
XBMC_PC.exe -fs
subst q: /d
subst p: /d
subst t: /d
subst z: /d
Gamester17
2008-02-07, 16:09
I think you may want to add a "md cache" as the first line to that batch file as otherwise it will not be able to map Z: to Q:\cache the first time (as it is not in the SVN).
CrazyIvan
2008-02-08, 19:25
Any chance we could get something added to the wiki on how to build this one? I'd like to start digging into some of the problems I'm seeing with it like accessing shares and playing iso's once these patches get into svn.
Gamester17
2008-02-08, 20:17
There is an article in the wiki for it but it needs to be updated
http://www.xboxmediacenter.com/wiki/?title=HOW-TO:_Compile_XBMC_for_Win32_from_source_code
By the way, any chance of adding WinLIRC (http://winlirc.sourceforge.net) for IR/IrDA (infrared) remote support under this Windows port?
???
CrazyIvan
2008-02-08, 21:50
There is an article in the wiki for it but it needs to be updated
http://www.xboxmediacenter.com/wiki/?title=HOW-TO:_Compile_XBMC_for_Win32_from_source_code
1. Get the latest svn trunk
I thought this was based off the linuxport branch rather than the trunk, hence it being in the linux dev forum?
ArtVandelae
2008-02-08, 22:38
I had some time last night to start getting my changes cleaned up and merged against the latest SVN (as of yesterday at least). Once I do a final check I should have the new source patch up either tonight or tomorrow.
ArtVandelae
2008-02-09, 18:36
New patch posted. (http://sourceforge.net/tracker/index.php?func=detail&aid=1770095&group_id=87054&atid=581840)
This incorporates all of the changes I have made thus far and includes all of the changes necessary to produce a properly working windows build. The only thing I haven't yet had the chance to do is update the VC2003 project files with the changes.
CrazyIvan
2008-02-10, 22:59
Is that the correct link Art? Seems to be someone else's patch. Can't wait to get the project file updates so I can try building this myself.
ArtVandelae
2008-02-11, 19:54
Sorry about the bad link.
Here is the patch. (http://sourceforge.net/tracker/index.php?func=detail&aid=1882873&group_id=87054&atid=581840)
Is that the correct link Art? Seems to be someone else's patch. Can't wait to get the project file updates so I can try building this myself.
Hi Art,
I have problems to build the solution with .Net 2003.
My steps are more or less "documented" here: http://mwiki.ws0.org/index.php/Compiling_XBMC_for_Windows_SDL
Your patch works with one rejection:
***************
*** 2678,2683 ****
// so that rendering loop will not delay the next frame's presentation.
#ifdef _LINUX
if (SDL_SemWaitTimeout2(m_framesSem, 100) == 0)
m_bPresentFrame = true;
#endif
}
--- 2680,2688 ----
// so that rendering loop will not delay the next frame's presentation.
#ifdef _LINUX
if (SDL_SemWaitTimeout2(m_framesSem, 100) == 0)
+ m_bPresentFrame = true;
+ #elif _WIN32
+ if (SDL_SemWaitTimeout(m_framesSem, 100) == 0)
m_bPresentFrame = true;
#endif
}
I was able to fix most of the missing dependencies but 3 are remaining:
int __cdecl filelib_write(char*, unsigned long)
_rip_manager_get_content_type
_set_rip_manager_options_defaults
Both latter ones are called in CFileShoutcast::Open but I can't find them in libshout_win32.lib.
Any hints?
Hi Art,
I was able to fix most of the missing dependencies but 3 are remaining:
int __cdecl filelib_write(char*, unsigned long)
_rip_manager_get_content_type
_set_rip_manager_options_defaults
Both latter ones are called in CFileShoutcast::Open but I can't find them in libshout_win32.lib.
Any hints?
We recently started using a newer version of the shoutcast library. Recompiling shoutcast should take care of these dependencies (assuming you've enabled Shoutcast support).
Sorry for the dump question but
1) how and where could I disable shoutcast (precompiler definitions?)
2) will there be there be an updated library soon?
tried to build it from linuxport/sources but it has a lot of dependencies and now is time for bed ;)
Thanks,
WiSo
Sorry for the dump question but
1) how and where could I disable shoutcast (precompiler definitions?)
2) will there be there be an updated library soon?
tried to build it from linuxport/sources but it has a lot of dependencies and now is time for bed ;)
Thanks,
WiSo
Turn off HAS_SHOUTCAST. Not sure how it's done in Windows, but it's defined in guilib/system.h.
That was the file I'm looking for.
To get it compiled (quick fix) I had to remove the extern "C" around the dummy functions in fileshoutcast.cpp and had to return values for the non void functions.
But it works now.:laugh:
Thanks for the help
monkeyman
2008-02-14, 06:30
Is anyone planning on checking this into linuxport?
not without
- a thorough review
- a dev testing on windows
- a dev testing that linux still compiles
- a dev testing that osx still compiles
i've done the first, left two comments at the tracker
I keep getting an error that says:
"This application has failed to start because xbox_dx8.dll was not found"
It happens when I enable visualizations. When music is playing and then press I escape to return to the main menu. The message pops up repeatedly.
althekiller
2008-02-18, 02:00
For one reason or another I doubt they want bug reports at this point...
I keep getting an error that says:
"This application has failed to start because xbox_dx8.dll was not found"
It happens when I enable visualizations. When music is playing and then press I escape to return to the main menu. The message pops up repeatedly.
First of you can't simply use the visualization dlls that are used on XBOX, You are not on a xbox so of course the system is not going to find "xbox_dx8.dll" which with out getting into the technical details :) is 'library' for directx 8 on xbox. And afaik not able to work on.
Secondly: This thread is about SDL/OpenGL port of XBMC on Windows (not the dx one) in which case you would need to use the 'opengl' screensavers i think they called. (Not sure the progress on that, but i imagine its involes recompiling the OpenGL screensavers for XBMC on Windows.
Gamester17
2008-02-18, 16:54
Is anyone planning on checking this into linuxport?@Kyle, any chance that you would like to volunteer as patch reviewer and SVN commit maintainer for these SDL/OpenGL Win32 patches?
:rolleyes:
Anyway, the job is open if anyone wants it :grin:
ArtVandelae
2008-02-18, 20:02
I recompiled two of the visualizations (spectrum and waveform) to run under windows. If you look back at my previous posts one of the builds I posted has them included. I'll make patches for the visualization source changes and get them submitted when I have time.
As an aside, I tried building ProjectM for windows a couple of weeks ago. I got it to work but it crashed frequently with access violation errors when you tried to load or list plugins.
Gamester17
2008-02-18, 20:13
I recompiled two of the visualizations (spectrum and waveform) to run under windows. If you look back at my previous posts one of the builds I posted has them included. I'll make patches for the visualization source changes and get them submitted when I have time.Great! :grin:
I tried building ProjectM for windows a couple of weeks ago. I got it to work but it crashed frequently with access violation errors when you tried to load or list plugins.I think a few Milkdrop presets/plugins crash in ProjectM under XBMc for Linux as well, so I think that it might be best if start by removing all presets/plugins then add and test them one by one to find out which ones crashes and which ones do not.
:sniffle:
Hi Art,
did you have a look into fullscreen yet? Didn't had much time to look into it but I get an ASSERT when trying to go to fullscreen (mapped togglefullscreen to a key).
CrazyIvan
2008-02-19, 17:06
Hi Art,
did you have a look into fullscreen yet? Didn't had much time to look into it but I get an ASSERT when trying to go to fullscreen (mapped togglefullscreen to a key).
Full screen was working with the executable Art posted a couple of weeks ago. You just invoke it with the -fs option.
monkeyman
2008-02-20, 17:42
I'd be happy to. However, real life is taking priority right now. ;)
Gamester17
2008-02-20, 17:53
As it should, ...in your own time then Kyle...
:;):
Full screen was working with the executable Art posted a couple of weeks ago. You just invoke it with the -fs option.
Is this a real Full Screen or still showing the windows Bar and the Windows Tick Boxes ??
CrazyIvan
2008-02-21, 17:23
Full screen == Full screen
Full screen != (WINDOS_BAR && TICK_BOXES)
Full screen == Full screen
Full screen != (WINDOS_BAR && TICK_BOXES)
I am using the T3CH XBMC 2008-02-10 SVN rev11601 so I assume that has not built in your patch yet ..?
I tried to edit the run me first.bat and added -fs behind the XBMC_PC.exe
I then browsed the forum and found Art's Megaupload link and tried that but got a SDL.Dll error ..
Tried the search with sdl.dll and sdl*dll ..
It looks like that the -fs option does nothing on the SDL build (I guess it's even commented out in the source).
I am using the T3CH XBMC 2008-02-10 SVN rev11601 so I assume that has not built in your patch yet ..?
I tried to edit the run me first.bat and added -fs behind the XBMC_PC.exe
I then browsed the forum and found Art's Megaupload link and tried that but got a SDL.Dll error ..
Tried the search with sdl.dll and sdl*dll ..
The exe included in techs build is still the directX build. Not sure if -fs works there.
For the sdl build download the runtime libraries from here: http://www.libsdl.org/download-1.2.php
The exe included in techs build is still the directX build. Not sure if -fs works there.
For the sdl build download the runtime libraries from here: http://www.libsdl.org/download-1.2.php
I used the other exe from Art and now also the DLL you supllied the link too.
Now I get a glew32.dll error missing ;-)
It can be get here:
http://downloads.sourceforge.net/glew/glew-1.5.0-win32.zip?modtime=1198796014&big_mirror=0
Please move your questions next time to the user forum since here's the developer corner.
Thanks,
WiSo
CrazyIvan
2008-02-22, 18:24
I used the other exe from Art and now also the DLL you supllied the link too.
Now I get a glew32.dll error missing ;-)
To address your questions, I posted everything I did to get it working earlier in this thread here:
http://www.xboxmediacenter.com/forum/showpost.php?p=167081&postcount=20
I used Art's posted exe along with a recent T3CH release and -fs worked.
played around with the latest exe art posted seems to work nicely, no video but i'm guess thats known/inedended? if not I would love to get this full functional, I like linux but it limits alot of what I want to do on my HTPC, since not everything works in linux
CrazyIvan
2008-02-25, 06:00
played around with the latest exe art posted seems to work nicely, no video but i'm guess thats known/inedended? if not I would love to get this full functional, I like linux but it limits alot of what I want to do on my HTPC, since not everything works in linux
Did you try this one, which has video:http://xbmc.org/forum/showpost.php?p=167533&postcount=45
Did you try this one, which has video:http://xbmc.org/forum/showpost.php?p=167533&postcount=45
yeah, redownloaded the exe to make sure. audio plays fine can go into video but when I go to select the video and play nothing happens. I loaded up the old direct X skin engine thing and that works fine.
rfisher1968
2008-02-25, 21:08
I got XBMC for windows working on my XP pro machine and it played 720p MKV files perfectly. What didn't play was iso files, it keep asking for libdvdcss-2.dll which doesn't seem to be in any of my XBMC directories. I downloaded the lastest T3CH build. I just figured I would post to see If I did something wrong or if its a known problem.
I got XBMC for windows working on my XP pro machine and it played 720p MKV files perfectly. What didn't play was iso files, it keep asking for libdvdcss-2.dll which doesn't seem to be in any of my XBMC directories. I downloaded the lastest T3CH build. I just figured I would post to see If I did something wrong or if its a known problem.
same thing happened to me, I put a copy of that dll file into the main folder with the exe file and the iso file played, but in a bad shade of green..
same thing happened to me, I put a copy of that dll file into the main folder with the exe file and the iso file played, but in a bad shade of green..
oh yea.. the file is in the \system\players\dvdplayer folder.
rfisher1968
2008-02-25, 21:20
So is this a known problem that is being worked on? Or does anybody know why this dll would be called for a ISO file that has already been ripped clean of CSS protection.
CrazyIvan
2008-02-26, 05:20
oh yea.. the file is in the \system\players\dvdplayer folder.
Worked fine for me when I moved it to the same dir as the exe. No problem with color. Only issues I noticed were not being able to access network shares and lookups for music and movies.
Gamester17
2008-02-26, 13:47
Guys, it is great that you all are exited by this but please respect that this forum is for developers only. Also understand that bug-reports and support-request can not be accepted yet this early in the port process, (there is no problems for the developers themselves to find enough new bugs to keep them occupied).
End-users are more than welcomed to discuss and help each other out however please use the end-user forum unless you are a C/C++ programmer yourself.
Thank you in advance for understanding and respecting this.
rfisher1968
2008-02-26, 18:15
Well, i'm a fairly decent C programmer and would like to try and compile the code. What links can you provide to me to get me started, like Compiliers and source code location.
Once I get setup then I might be able to help.
Guys, it is great that you all are exited by this but please respect that this forum is for developers only. Also understand that bug-reports and support-request can not be accepted yet this early in the port process, (there is no problems for the developers themselves to find enough new bugs to keep them occupied).
End-users are more than welcomed to discuss and help each other out however please use the end-user forum unless you are a C/C++ programmer yourself.
Thank you in advance for understanding and respecting this.
recent information can be found here: http://xbmc.org/wiki/?title=HOW-TO:_Compile_XBMC_for_Win32_from_source_code
Although the I've updated the VS 2003 part a few days ago it's already obsolete since the linuxport changes rapidly and thus the windows port can't be build sometimes due to external dependencies.
I've provided a patch to compile with a recent revision but I would like to warn because I'm unsure if some of the changes are necessary or could be done in another way. Art's patch is included: http://mwiki.ws0.org/index.php/Development:Patches_to_compile_the_Win32/SDL_build
Guys!
I have green video - can u explain me how can i watch full colors
(AMD+Radion 9600)?
Gamester17
2008-02-26, 19:04
@rfisher1968, That is great, I hope that you will try to activly contribute to the project. Just one note on the wiki link WiSo posted, you want to follow the "Building XBMC for SDL and OpenGL" section (and not the "Building XBMC for DirectX and Direct3D" section).
http://xbmc.org/wiki/index.php?title=Development_Notes
@BAG_Ass, again, if you are not a C/C++ programmer then please refrain from posting about your problems in the development forum! You are more than welcome to start a new topic-thread in the end-user forum
Gamester17
ok - i`ll go there.
ArtVandelae
2008-02-28, 03:39
I put up the patches for building two of the OpenGL visualizations under Windows. They are here (http://sourceforge.net/tracker/index.php?func=detail&aid=1903397&group_id=87054&atid=581840).
No ProjectM yet.