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metamind

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About metamind

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  1. Losing clarity

    I did try various combinations. This is what it looks like with:                   glBegin(GL_QUADS);                     glTexCoord2f(1.0f, 0.0f);    glVertex2i(mFrameWidth,    mFrameHeight);    // Top right                     glTexCoord2f(0.0f, 0.0f);    glVertex2i(0,            mFrameHeight);    // Top left                     glTexCoord2f(0.0f, 1.0f);    glVertex2i(0,            0);    // Bottom left                     glTexCoord2f(1.0f, 1.0f);    glVertex2i(mFrameWidth, 0);    // Bottom right                 glEnd();   and           glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );  
  2. Losing clarity

    Hi,   I have a capture card (Blackmagic intensity pro) that is capturing the screen of another machine. I am capturing it as a texture fine (I can dump the texture to an image file). I am capturing 1280 x 720px.   I then create a 1280 x 720 quad and texture the quad using the texture. However, result has lost a lot of clarity, expecially with text.   I am using orthonormal projection           gluOrtho2D(0, mFrameWidth * iNumProjectors, 0, mFrameHeight);     Setting up the texture (I have tried both linear and nearest).         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );         //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );         //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );     Rendering code                 glBegin(GL_QUADS);                     glTexCoord2f(1.0f, 0.0f);    glVertex2i(mFrameWidth - 1,    mFrameHeight - 1);    // Top right                     glTexCoord2f(1.0f, 0.0f);    glVertex2i(0,                mFrameHeight - 1);    // Top left                     glTexCoord2f(1.0f, 1.0f);    glVertex2i(0,                0);    // Bottom left                     glTexCoord2f(1.0f, 1.0f);    glVertex2i(mFrameWidth,        0);    // Bottom right                 glEnd();   Not sure what else to try.
  3. Hi, I am working on an application to read in frames from a capture card and put them into a Pixel Buffer Object. I am pretty new to OpenGL. How do it get it so that the screen updates when a new frame comes in and disable the glutDisplayFunc loop? Thanks
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