Hi again Carsten (or who be interested), I put together another demo of using bindId. Maybe this one is more clear for artists. http://blenderecia.orgfree.com/blender/dome/250_model_habitacao_bgl.blend
use space to enable/disable it. wasd to rotate the dome The script file is fulldome_view.py. The bge file is an old file, only to demonstrate this feature. (x/z changes the camera and arrows move the car) Basically what the script does is to capture the color buffer and use it as a texture to an hemisphere. It's going to be used to help artists to work with fulldome content using regular computers (so they can simulate how it would look like in a real dome). Once again, openGL is the limit :) .. using a bit of VideoTexture and BGL in this case, for you need FFMpeg enabled to see it. I hope it help to clarify even more Cheers, Dalai (the script still needs some work, I'll probably blog about it when it's done) blenderecia.orgfree.com 2010/3/21 Dalai Felinto <[email protected]> > Hi Carsten, > > 1) what's the real use for this: > We are literally using the file I'm sharing. The only difference is the > mask image and that the faces position come from an OpenCV face detection > application passing their location through sockets. So this is the "real > use" for this :) > > More specifically we have to draw the webcamera image on top of the BGE > scene. We have a working workflow with .Net applications forcing to be on > top of blender and drawing with alpha channel on. However this proved to be > too slow and we spent some time last week investigating better workflows for > our project. We ended up doing all the image processing outside BGE and > using Video Texture to show a cropped image of the detected face in > realtime. > > Making long short we needed to have a custom texture (mask.png) and the > webcam accessible to be used with BGL at scene.post_draw time. Benoit helped > a lot on figuring that out btw. > > 2) "The example files are a bit "dry" to made artists interested ;-)" > Who knows what make artists interested anyways? :) > But to be frank I thought on those more as a reference code itself. I > myself had a really bad time trying to go over VideoTexture and BGL and to > create nice scripts with it. I went over the (few) online documentation, the > code, debugged some functions, got some help from Benoit ... Bottomline > being: I would love to find those code snips, and I think they can help > tech-artists to not spend so much time on research as I did. > > Also to use BindId you do need to know openGL. Therefore I'm a bit afraid > that "pure" artists wouldn't really get what the possibilities are anyway. > Basically anything that you can do with OpenGL you can do here. > > 3) BTW: I am used to (NaN times) and willing to work with all > developers who need good test scenes for new features, and also willing to > help while documenting new features. Just ask! > > That's great. I'll keep that in mind :) > > > Cheers, > Dalai > > http://blenderecia.orgfree.com > > 2010/3/20 Carsten Wartmann <[email protected]> > > Am 20.03.2010 01:11, schrieb Dalai Felinto: >> > Log Message: >> > ----------- >> > BGE: bindId property in VideoTexture.Texture (to get the openGL id of >> the texture) >> > >> > Now if you have a VideoTexture.Texture you can use its id and draw it >> with bgl >> > The Id is only going to be valid if the obj you are getting the >> VideoTexture.Texture from has a valid texture. In the examples you will see >> them as planes, that become invisible at load time, but are needed to >> validate the texture id. >> > >> > This is a simple example file: >> >> I tried both files and they worked. However I am not sure what the use >> of this is? Drawing GUIs in the BGE? >> >> Is it also possible to draw into textures which are mapped onto an >> object? (sorry no time to try). >> >> The example files are a bit "dry" to made artists interested ;-) >> >> BTW: I am used to (NaN times) and willing to work with all developers >> who need good test scenes for new features, and also willing to help >> while documenting new features. Just ask! >> >> Carsten >> > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
