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Thread: Lightworks Linux Alpha Planned For Next Month

  1. #1
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    Default Lightworks Linux Alpha Planned For Next Month

    Phoronix: Lightworks Linux Alpha Planned For Next Month

    Lightworks, the professional non-linear video editor that was open-sourced in mid-2010, is finally about to see its long-awaited Linux release...

    http://www.phoronix.com/vr.php?view=MTE3OTg

  2. #2
    Join Date
    Jun 2011
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    Next month, eh? I really hope this is the case

    I've been waiting for lightworks / linux version for a long time. It will be the first decent video editing suite for linux, imho.

  3. #3
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    Will it use Qt or GTK?

  4. #4
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    Quote Originally Posted by Thaodan View Post
    Will it use Qt or GTK?
    Neither of those. They have their own toolkit.

  5. #5
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    Quote Originally Posted by Thaodan View Post
    Will it use Qt or GTK?
    It uses GTK3

  6. #6
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    Quote Originally Posted by GreatWhite View Post
    It uses GTK3
    Any source for that?

  7. #7
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    Quote Originally Posted by Teho View Post
    Any source for that?
    Yes - I wrote it

  8. #8
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    Quote Originally Posted by GreatWhite View Post
    Yes - I wrote it
    Interesting. Is the GUI completely done in GTK+ 3 and if so is it then used in all operating systems? Or is it similar to Firefox and LibreOffice where both have their own "toolkits" and GTK+ is just used for compatibility and not directly?

  9. #9
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    Quote Originally Posted by Teho View Post
    Interesting. Is the GUI completely done in GTK+ 3 and if so is it then used in all operating systems? Or is it similar to Firefox and LibreOffice where both have their own "toolkits" and GTK+ is just used for compatibility and not directly?
    On Linux, we use GTK for creating the main window and cairo/pango for drawing its contents. The Lightworks windowing sytem is written using code that's been in place for a number of years. GTK also handles the user input (mouse, keyboard, etc). The video/effects work is handled by OpenGL with some help from nVidia's cg library (which lets us use the same pixel shaders on all platforms).

    On Windows, we still use native GDI code and Direct3D.

  10. #10
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    Jul 2010
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    Good to know. Thanks.

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