Hi Tom,

It's not only a power of 2 issue.
Yuvals hugin_6aroundtilted_testcase is a perfect power of 2 example. The
size is 7726 × 3863 pixels, which turns out to be way too big. I had to go
down to 2048x1024 (209752 pixels). The 3072x1536 (4718592 pixels) was too
big already as well as the 2560x1280. I did not further test, but it looks
like it can't display images bigger than (slightly over?) 2048x1024.

pvQt also displays my downsized eqr's which are absolutely not a power of 2
ratio. However, they are heavily distorted.

Harry


2008/10/11 Tom Sharpless <[EMAIL PROTECTED]>

>
> Hi again Harry
>
> At present pvQt only displays 360 x 180 degree panos correctly.
>
> I guess small_eqr.tiff works because it is 1024 x 512.  Before version
> 2.0, OGL would only accept texture images having power of 2
> dimensions.  I haven't had any trouble with Qt not being able to read
> image files.  Please try resizing/padding some of your eqrs to power-
> of 2 sizes and see if pvQt displays them, and at what size it starts
> to fail.  Similarly for cubic image sets too, if you have the time.
>
> Regards, Tom
>
>
>
> On Oct 11, 2:35 pm, "Harry van der Wolf" <[EMAIL PROTECTED]> wrote:
> > Hi Tom,
> >
> > I wanted to send you a patch, but you mention that you build against QT3.
> I
> > have QT 4.4.1 on my system as I need that to build Avidemux (which I
> > maintain for OSX). The "qmake pvQt.pro" modified an enormous lot
> resulting
> > in a 28Kb patch file which might not run at all on your system. So I copy
> > the minor changes I needed to make in this mail. It's only the top of
> > pvQtView.cpp
> >
> > /* pvQtView.cpp for freepvQt  08Sep2008 TKS
> > */
> > #include "pvQtView.h"
> > #include <QtOpenGL/QtOpenGL>
> > #ifdef __APPLE__
> >    #include "glext.h"
> >    #include "glu.h"
> > #else
> >    #include <GL/glext.h>
> >    #include <GL/glut.h>
> > #endif
> > #include <cmath>
> >
> > Later on we might include the XCode project into the svn.
> >
> > Does your viewer only work on 360x180 images? The small_eqr.tiff work. My
> > partial eqr's and full 360 eqr's don't work but neither of them is a 180
> > degree eqr.
> > I tried pvQT on Yuval's "hugin_6aroundtilted_testcase".  I know I violate
> > the license as Yuval clearly states "You are herewith granted the license
> to
> > use these images solely forthe purpose of testing hugin. Other use
> > explicitly forbidden."  I just took my chances and used an eqr with pcqt
> ;-)
> > I can't get this one to work either: not as jpg and not as tiff
> (compression
> > none, lzw and packbits). What's the difference with your small_eqr.tiff?
> >
> > Harry
> >
> > 2008/10/11 Tom Sharpless <[EMAIL PROTECTED]>
> >
> >
> >
> > > Hey thanks Harry
> >
> > > Good to hear that you got pvQt to build on OSX (I knew you would,
> > > though :>).
> >
> > > I'm still pretty new to OpenGL, so I can't say why it may or may not
> > > work in a given instance.  What I do know is that OpenGL's policy is
> > > to do as much as it can and fail gracefully when it can't.
> >
> > > Maybe I will make an OGL 1.5 compatibility patch, because a lot of
> > > machines at that level could actually show useful (if not magnificent)
> > > pictures.  I believe it is mainly a matter of forcing the texture
> > > images to have power-of-two dimensions.
> >
> > > Cheers, Tom
> >
> > > On Oct 11, 11:12 am, "Harry van der Wolf" <[EMAIL PROTECTED]> wrote:
> > > > Hi Tom,
> >
> > > > I did the "qmake pvQt.pro" which created an XCode project. I could
> open
> > > this
> > > > in XCode and compile. I needed to patch "some things" and now it
> compiles
> > > > fine. I'll work out the patch and send it to you.
> > > > The problem is that if I open the OutsideSionHillCampus.move I only
> get a
> > > > white screen. Does this also mean that my OpenGL.framework on OSX is
> too
> > > > low?
> > > > the small_eqr.tiff does display and works fine. I'll test the others
> > > > tonight.
> >
> > > > Hoi,
> > > > Harry
> >
> > > > 2008/10/11 Tom Sharpless <[EMAIL PROTECTED]>
> >
> > > > > Hi Harry,
> >
> > > > > You are the OSX expert, I'm an ignoramus.  All I can say is it
> builds
> > > > > just like any Qt app, so I'd poke around Trolltech.com and the Qt
> > > > > sites for more info.
> >
> > > > > Cheers
> >
> > > > > On Oct 11, 7:59 am, "Harry van der Wolf" <[EMAIL PROTECTED]>
> wrote:
> > > > > > 2008/10/11 Tim Nugent <[EMAIL PROTECTED]>
> >
> > > > > > > Any tips on building in Ubuntu?
> >
> > > > > > Or on MacOSX ?
> >
> > > > > > Harry
> >
>

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