KnobMan, the VSTGUI AnimationKnob bitmap generator
-
- KVRist
- Topic Starter
- 485 posts since 22 May, 2004 from Yokohama, Japan
Great, ddsljuha_p wrote:ddsl wrote:Hi Juha
how many texture have you in texture dir of Knobman ?
Because when i put about one hundred of textures ( somes are about 1,5 Meg ) in the textures dir, i have quite the same problem. KM takes about one or two minutes to load (Athlon64), perhaps even more. With same 99% cpu usage and quite same memory usage : 100 meg.
when only 30 or 40 pics in this directory KM load well.
An idea g200kg ?
I can confirm this. I have ~100 textures (total ~105MB). When I move most of those to another location, KM starts working w/o issues.
Juha
it seems good to adding a splash screen and a progress bar?
-
- KVRist
- 79 posts since 13 Aug, 2008 from France
It depends on the need you have to browse those textures at program start !g200kg wrote:it seems good to adding a splash screen and a progress bar?
Do you really need to ?
Regards.
Arthur.
-
- KVRist
- 41 posts since 7 Nov, 2008
+1.Art60 wrote:It depends on the need you have to browse those textures at program start !g200kg wrote:it seems good to adding a splash screen and a progress bar?
Do you really need to ?![]()
Regards.
Arthur.
i've noticed that when i delete all textures from dir, KM install restarts and put missing textures in textures dir. Is KM browse this dir to check if those textures are present ?
-
- KVRAF
- 8389 posts since 11 Apr, 2003 from back on the hillside again - but now with a garden!
If the texture check is needed, could it be done in a separate thread, and if textures are requested, the request is only honoured when a flag that the scan is complete?
So if you have 100s of textures and load a .knob which uses some, the controls are disabled and a messagebox appears that says 'You are trying to open a file which uses a texture; Knobman is currently processing the available textures - your file will complete loading shortly.'
When the thread completes it fires an event which re-enables the controls and maybe fires a system asterisk sound to alert the user that work can continue.
That means that if you load KM and start work, you won't be impeded by the scan...
Just an idea
DSP
So if you have 100s of textures and load a .knob which uses some, the controls are disabled and a messagebox appears that says 'You are trying to open a file which uses a texture; Knobman is currently processing the available textures - your file will complete loading shortly.'
When the thread completes it fires an event which re-enables the controls and maybe fires a system asterisk sound to alert the user that work can continue.
That means that if you load KM and start work, you won't be impeded by the scan...
Just an idea
DSP
-
- KVRist
- Topic Starter
- 485 posts since 22 May, 2004 from Yokohama, Japan
Arthur, ddsl, DSP,...
okok, my suggestion of a slipshod work has been rejected
probably improved in next release (collect only names at start, file read at actual use).
okok, my suggestion of a slipshod work has been rejected
probably improved in next release (collect only names at start, file read at actual use).
-
- KVRian
- 694 posts since 22 Dec, 2004 from norway
I have just started to use Knobman. Sent donation today.
-
- KVRAF
- 7032 posts since 28 Apr, 2004 from france
G200k, have you seen my question above about SkinMan not starting properly ?
I don't understand what's going wrong

I don't understand what's going wrong
-
Leslie Sanford Leslie Sanford https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=131095
- KVRAF
- 1640 posts since 4 Dec, 2006
Gotta major problem, and I don't know if it's KnobMan/SkinMan's fault or not.
I set my DPI setting to 120 or so to test out some graphic bugs I was having with some of my plugins. I decided to leave it at that setting. Then I began working on rendering the graphics in SkinMan and KnobMan for my delay plugin. I compiled my program and uploaded. All of this done with my system still set to 120 DPI.
I immediately started getting bug reports related to the graphics.
After looking at my code and not finding a problem, I lowered my DPI setting back to normal and re-rendered the graphics in SkinMan/KnobMan. I compiled a new version of the plugin, and everything seems to work ok now.
Any clues?
I set my DPI setting to 120 or so to test out some graphic bugs I was having with some of my plugins. I decided to leave it at that setting. Then I began working on rendering the graphics in SkinMan and KnobMan for my delay plugin. I compiled my program and uploaded. All of this done with my system still set to 120 DPI.
I immediately started getting bug reports related to the graphics.
After looking at my code and not finding a problem, I lowered my DPI setting back to normal and re-rendered the graphics in SkinMan/KnobMan. I compiled a new version of the plugin, and everything seems to work ok now.
Any clues?
-
- KVRist
- Topic Starter
- 485 posts since 22 May, 2004 from Yokohama, Japan
sorry, a little confused.sinkmusic wrote:G200k, have you seen my question above about SkinMan not starting properly ?
I don't understand what's going wrong
is that a problem of SkinMan(NOT combination with KnobMan)?
anyway, please try
* delete the 'SkinMan.ini' file
* delete the Texture folder
next, how about the CPU/Memory usage by TaskMgr?
-
- KVRAF
- 7032 posts since 28 Apr, 2004 from france
Yes, KnobMan is NOT involve in that (despite being a KnobMan thread, sorry about that).g200kg wrote:is that a problem of SkinMan(NOT combination with KnobMan)?
If i delete the 'SkinMan.ini' file + the Texture folder, it works fine again.g200kg wrote:anyway, please try
* delete the 'SkinMan.ini' file
* delete the Texture folder
thanks
-
- KVRist
- Topic Starter
- 485 posts since 22 May, 2004 from Yokohama, Japan
hello, i have confirmed.Leslie Sanford wrote:Gotta major problem, and I don't know if it's KnobMan/SkinMan's fault or not.
I set my DPI setting to 120 or so to test out some graphic bugs I was having with some of my plugins. I decided to leave it at that setting. Then I began working on rendering the graphics in SkinMan and KnobMan for my delay plugin. I compiled my program and uploaded. All of this done with my system still set to 120 DPI.
I immediately started getting bug reports related to the graphics.
After looking at my code and not finding a problem, I lowered my DPI setting back to normal and re-rendered the graphics in SkinMan/KnobMan. I compiled a new version of the plugin, and everything seems to work ok now.
Any clues?
the DPI information is embedded to the exported images from KnobMan (for examples the .bmp file, the parameters are biXPelsPerMeter, biYPelsPerMeter). but it might be expected that almost applications ignore this info.
how did you use the exported images?
-
Leslie Sanford Leslie Sanford https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=131095
- KVRAF
- 1640 posts since 4 Dec, 2006
Hi g200kg.g200kg wrote: hello, i have confirmed.
the DPI information is embedded to the exported images from KnobMan (for examples the .bmp file, the parameters are biXPelsPerMeter, biYPelsPerMeter). but it might be expected that almost applications ignore this info.
how did you use the exported images?
I embedded the exported images into a Visual Studio resource file. The resource file is compiled with my plugin. Within my plugin I use the Windows GDI+ API for loading the image data and drawing them to the user interface.
Perhaps there's an option in GDI+ for ignoring DPI information. I'll research it.
-
- KVRist
- Topic Starter
- 485 posts since 22 May, 2004 from Yokohama, Japan
Leslie Sanford wrote:Hi g200kg.g200kg wrote: hello, i have confirmed.
the DPI information is embedded to the exported images from KnobMan (for examples the .bmp file, the parameters are biXPelsPerMeter, biYPelsPerMeter). but it might be expected that almost applications ignore this info.
how did you use the exported images?
I embedded the exported images into a Visual Studio resource file. The resource file is compiled with my plugin. Within my plugin I use the Windows GDI+ API for loading the image data and drawing them to the user interface.
Perhaps there's an option in GDI+ for ignoring DPI information. I'll research it.
DrawImage(img,x,y) will be affected by DPI.
DrawImage(img,x,y,img->GetWidth(),img->GetHeight()) is independent from DPI.
-
Leslie Sanford Leslie Sanford https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=131095
- KVRAF
- 1640 posts since 4 Dec, 2006
Aha! This explains why some of my controls looked correct and others didn't. For example, my knobs used DrawImage(img, x, y) and my switches used one of the other overrides. So the knobs looked too small but the switches looked the right size:g200kg wrote:In my understanding,
DrawImage(img,x,y) will be affected by DPI.
DrawImage(img,x,y,img->GetWidth(),img->GetHeight()) is independent from DPI.

Image supplied by Reverse Engineer on my delay thread over on the Effects forum.
I've changed my code accordingly.
Thanks for the information.

