Hi Tom,
All Mac's as of mid 2005 are Intels having standard "PC"  video chipsets.
The video in my Intel 2GHz Macbook

Intel GMA 950:
  Chipset Model:    GMA 950
  Type:    Display
  Bus:    Built-In
  VRAM (Total):    64 MB of shared system memory
  Vendor:    Intel (0x8086)
  Device ID:    0x27a2
  Revision ID:    0x0003
  Displays:
Color LCD:
  Display Type:    LCD
  Resolution:    1280 x 800
  Depth:    32-bit Color
  Built-In:    Yes
  Core Image:    Hardware Accelerated
  Main Display:    Yes
  Mirror:    Off
  Online:    Yes
  Quartz Extreme:    Supported
Display Connector:
  Status:    No display connected

I give the version info for GLUT and OpenGL for both the (previous) version
10.4.11 (Tiger)  and 10.5.5 (Leopard)

*Software status*
MacOSX 10.4.11 (Tiger)

*GLUT:*

  Version: 3.3.9

  Last Modified: 23-9-08 19:22

  Get Info String: 3.3.9, Copyright (c) 2001-2005 Apple Computer Inc., All
Rights Reserved

  Location: /System/Library/Frameworks/GLUT.framework

  Privaat: Needsf

OpenGL

Version: 1.4.16

Last Modified: 23-9-08 19:22

Get Info String: OpenGL 1.4.16.0.0

Location: /System/Library/Frameworks/OpenGL.framework


MacOSX 10.5.5 (Leopard)


GLUT:

  Version:    3.4.0

  Last Modified:    01-09-08 17:41

  Get Info String:    3.4.0, Copyright (c) 2001-2007 Apple Computer Inc.,
All Rights Reserved

  Location:    /System/Library/Frameworks/GLUT.framework

OpenGL:
  Version:    1.5.7
  Last Modified:    20-09-08 09:51
  Get Info String:    OpenGL 1.5.7.31.0
  Location:    /System/Library/Frameworks/OpenGL.framework

After some googling I now understand what max_texture is but I have no idea
how and where to find it.

Hoi,
Harry


2008/10/12 Tom Sharpless <[EMAIL PROTECTED]>

>
> 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
> >
>

--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups 
"hugin and other free panoramic software" group.
A list of frequently asked questions is available at: 
http://wiki.panotools.org/Hugin_FAQ
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to [EMAIL PROTECTED]
For more options, visit this group at http://groups.google.com/group/hugin-ptx
-~----------~----~----~----~------~----~------~--~---

Reply via email to