JUCE 8 Build Errors
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@David-Healey ah yes I‘ve hacked around in the juce code to allow artificial mouse clicks to give the robot the ability to use the plugin interface but I haven‘t ported this to JUCE8 yet.
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If you want to use Juce8 what I do is I build Hise on Juce6, export the plugin, change Juce modules with a simple batch file and recompile with the batch file that Hise created. Then change back.
Def not ideal, but it's a working workflow when you need Juce8.
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Also getting this issue - I have graphical elements dependent on JUCE 8, is there any movement on this yet?
I'm on latest commit etc -
@Lurch Nothing yet :(
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Yeah I hope we’ll get this soin too so heavy vector UI can react with a lesser lag…
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@ustk explain?
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@David-Healey I had this working on an older commit but realized on export that the exporter wasn't picking up any Xcode, xcpretty etc etc so I updated to the latest commit, where the exporter now works fine (ish, I have to start the compile in HISE, cancel it and then build from the auto generated xproj) - but now JUCE 8 is broken :(
I have two custom shaders that rely on JUCE 8 to work so I can't really progress on those two projects until this is sorted. -
@David-Healey Afaik JUCE8 is more oriented toward GPU acceleration for faster UI response and better resolution as well for smoother design.
I often hit a limitation regarding how fast (or how slow I should say) my UIs are reacting.I'd also like to be able to finally use shaders, which might be better handled in JUCE8. That being said, I don't know if this fixes platform related issues we have (Win/Mac being picky with openGL/shaders)
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@ustk They're much better handled in JUCE 8 in my experience, I've built two shader based elements that work well in JUCE 8 when compiled as panels into a HISE build, I have had a lot of issues with GPU rendering though currently doing the work on CPU until I work that out. Annoyingly these depend on JUCE 8 functionality so neither works now I've had to downgrade to JUCE 6. Fingers crossed this is sorted soon!