Hi Harry

Not a bit upset. Thanks for your research.

If you can find out the 'official' OGL capabilities of your machine
(version level, max_texture, video RAM size,...) I'd be most
interested.  Does Apple now use the same kinds of display adapters as
are found on PC's?

Regards, Tom

On Oct 11, 3:51 pm, "Harry van der Wolf" <[EMAIL PROTECTED]> wrote:
> Hi Tom,
>
> I might sound a bit negative (when I read my mail in retrospective), but I
> didn't mean it that way. I think you made a very nice viewer.
> Sorry if I upset you.
>
> Harry
>
> 2008/10/11 Harry van der Wolf <[EMAIL PROTECTED]>
>
> > 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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