Zebra 2.5 Released!
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- KVRian
- 753 posts since 15 Mar, 2002
How is your dll upgrade policy ?
The demo I have is called zebra2.dll, which means that when zebra3 will be released (will be zebra3.dll obviously), it wont be backward compatible.
How did things happen when upgrading from z1 to z2 ?
Thanks
The demo I have is called zebra2.dll, which means that when zebra3 will be released (will be zebra3.dll obviously), it wont be backward compatible.
How did things happen when upgrading from z1 to z2 ?
Thanks
- u-he
- Topic Starter
- 30217 posts since 8 Aug, 2002 from Berlin
Zebra 2 was a complete rewrite from Zebra 1. That's why there isn't any backwards compatibility (and also why I asked for an upgrade fee). There's however no indication as to why Zebra 3 shouldn't load anything from Zebra 2. There's actually no indication at all the there will be a Zebra3.dll. So far I managed to put major upgrades into the second digit of 2.x. I don't see why there couldn't be a Zebra 2.47 rather than switching to 3.0 from 2.9 etc.easymode wrote:How is your dll upgrade policy ?
The demo I have is called zebra2.dll, which means that when zebra3 will be released (will be zebra3.dll obviously), it wont be backward compatible.
How did things happen when upgrading from z1 to z2 ?
Thanks
As I wrote somewhere else, I believe in ever evolving software. As such I have no intention to fade out Zebra2 and to start over yet again. There's no reason to do so. If there's ever gonna be a Zebra 3.x, then it'll be based on 2.x
(unless something unexpected happens that forces me to do a full rewrite, e.g. the extinction of C++ or the advent of a new programming/processing paradigm, both of which I wouldn't expect before 20-50 years from now)
Cheers,
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- KVRist
- 326 posts since 12 Sep, 2008 from Trappe MD
Here's a little GUI idea...how about a hue slider? All it would do is adjust the hue, like in Slayer2 or Photoshop
Maybe even contrast and brightness sliders? Just an idea. Not sure if you can do that in a VST...
GENERATION 30: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
- u-he
- Topic Starter
- 30217 posts since 8 Aug, 2002 from Berlin
That's tricky. Each plugin instance would then need to allocate memory for its own set of bitmap graphics. That could make it a memory hog.kajiotaku wrote:Here's a little GUI idea...how about a hue slider? All it would do is adjust the hue, like in Slayer2 or PhotoshopMaybe even contrast and brightness sliders? Just an idea. Not sure if you can do that in a VST...
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- KVRAF
- 3170 posts since 10 Jan, 2005
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- KVRist
- 326 posts since 12 Sep, 2008 from Trappe MD
So it can't alter the hue and such live? D: Maybe even a color translator? Like FF0000 equals 00FF00 and it will do that live instead of trying to cache the bitmaps or w/e? It's not important or anything, but it'd be pretty.Urs wrote:That's tricky. Each plugin instance would then need to allocate memory for its own set of bitmap graphics. That could make it a memory hog.kajiotaku wrote:Here's a little GUI idea...how about a hue slider? All it would do is adjust the hue, like in Slayer2 or PhotoshopMaybe even contrast and brightness sliders? Just an idea. Not sure if you can do that in a VST...
GENERATION 30: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
- u-he
- Topic Starter
- 30217 posts since 8 Aug, 2002 from Berlin
Well, the idea was to offer 2-4 presets as preferences. That would be for all instances then and - while doing the trick - it would neither involve too many cpu cycles nor too much ram.mabian wrote:Nah, why not making it valid for all plugin instances?
- Mario
Live transformation of pixel colours is out of the question because an u-he gui can easily reach 2500 x 1500 pixels. It would bring your cpu down to its knees, unless I rewrite the whole stuff for OpenGL/DirectX - which I'm very reluctant to because I have some ideas for future ui stuff that may then be slower in that realm.
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- KVRist
- 326 posts since 12 Sep, 2008 from Trappe MD
Then how about a script for GIMP or Photoshop that will change all the hues in the appropriate images for you? Or a program that will do that on it's own.Urs wrote:Live transformation of pixel colours is out of the question because an u-he gui can easily reach 2500 x 1500 pixels. It would bring your cpu down to its knees, unless I rewrite the whole stuff for OpenGL/DirectX - which I'm very reluctant to because I have some ideas for future ui stuff that may then be slower in that realm.
GENERATION 30: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
- u-he
- Topic Starter
- 30217 posts since 8 Aug, 2002 from Berlin
You're welcome to create such a script. The png files are all there in your resource directorieskajiotaku wrote:Then how about a script for GIMP or Photoshop that will change all the hues in the appropriate images for you? Or a program that will do that on it's own.Urs wrote:Live transformation of pixel colours is out of the question because an u-he gui can easily reach 2500 x 1500 pixels. It would bring your cpu down to its knees, unless I rewrite the whole stuff for OpenGL/DirectX - which I'm very reluctant to because I have some ideas for future ui stuff that may then be slower in that realm.
- KVRAF
- 4811 posts since 21 Jan, 2008 from oO
kajiotaku wrote:So it can't alter the hue and such live? D: Maybe even a color translator? Like FF0000 equals 00FF00 and it will do that live instead of trying to cache the bitmaps or w/e? It's not important or anything, but it'd be pretty.Urs wrote:That's tricky. Each plugin instance would then need to allocate memory for its own set of bitmap graphics. That could make it a memory hog.kajiotaku wrote:Here's a little GUI idea...how about a hue slider? All it would do is adjust the hue, like in Slayer2 or PhotoshopMaybe even contrast and brightness sliders? Just an idea. Not sure if you can do that in a VST...
and this as modulation source/target please
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Echoes in the Attic Echoes in the Attic https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=180417
- KVRAF
- 12053 posts since 12 May, 2008
Ok, so going back to duophonic mode, I'm not sure I'm seeing any difference from mono. It doesn't seem like duophonic mode that I am familiar with (like on the oddysey/oddity).
When I hit two keys at the same time, I'm still just hearing one note. What am I doing wrong?
When I hit two keys at the same time, I'm still just hearing one note. What am I doing wrong?
- KVRAF
- 5234 posts since 25 Feb, 2008
That would happen if you only have one Osc in the Voice Grid - you need two OSC's for duophonic mode to work.Echoes in the Attic wrote:Ok, so going back to duophonic mode, I'm not sure I'm seeing any difference from mono. It doesn't seem like duophonic mode that I am familiar with (like on the oddysey/oddity).
When I hit two keys at the same time, I'm still just hearing one note. What am I doing wrong?
- KVRAF
- 5948 posts since 19 Jun, 2008 from Melbourne, Australia
Once you figure it out, Duophonic mode is teh awesome!
A good example is to load the default Zebra preset*, set to Duo mode then hold a low note while tinkling the high notes. Sounds fabulous
If you set "Glide 2" to a suitable value you'll quickly make your way to pitch-bend heaven 
A brilliant addition to an already brilliant synth!!!
Peace,
Andy.
*edit: not the "init" preset with one oscillator, the original default preset that is a bass patch with two oscillators and a delay.
A good example is to load the default Zebra preset*, set to Duo mode then hold a low note while tinkling the high notes. Sounds fabulous
A brilliant addition to an already brilliant synth!!!
Peace,
Andy.
*edit: not the "init" preset with one oscillator, the original default preset that is a bass patch with two oscillators and a delay.
... space is the place ...
- KVRAF
- 4197 posts since 23 May, 2004 from Bad Vilbel, Germany
Yep, especially "teh awesome" when you play mono.ZenPunkHippy wrote:Once you figure it out, Duophonic mode is teh awesome!
