Comments

DivideFrame wrote on 6/1/2018, 2:04 AM

Why ?

jim-martin wrote on 6/5/2018, 1:56 PM

Why ? Lets say I Make a product And sell it 1 Year Later I make a new version recompile same product to 64 Bit and charge 200 for the "upgrade" of this. Why Would you Think of this ?

jim-martin wrote on 6/5/2018, 2:03 PM

I can under stand the effort why a company only wants to cross compile from one platform to another.

Since you all ready have "OpenGL" and "OpenGL ES "option.

Two big Reasons Memory and Speed. It Appears SpectralLayers Pro because of opengl has Memory issues.

DivideFrame wrote on 6/5/2018, 3:27 PM

I would not release a new version just by recompiling to 64 bits or just by switching from OpenGL to DirectX :-)

Regarding memory issues, I'm not sure what you're referring to. I'm not aware of memory leaks in SpectraLayers ? By the way, when you set the renderer to "OpenGL ES" and restart SpectraLayers, it actually use a DirectX renderer (the OpenGL ES implementation is done using Angle, an OpenGL ES to DirectX interpreter).

jim-martin wrote on 6/6/2018, 9:43 AM

Can the number of colors for the layers be increased so it does not repeat the same color on a layer that has different content?

jim-martin wrote on 6/6/2018, 9:55 AM

For my Test I use the Demo from Acid Pro 8.Render Each stem as seperate audio then exit.Then Open Lead Vocal Track(Track1) ..And Import the Restin than save the project in Spectral Layers Pro 5. How many Layers can you have before Spectral Layers Uses the same Color on a layer ? It Looks Like The Layer Color matches the

color on the screen for audio.

DivideFrame wrote on 6/6/2018, 11:37 AM

SpectraLayers offers 9 different colors. It was decided to only offer 9 for best color separation (they are equally spaced in the chroma space), but that may evolve in the future, studies should be ran to test that.