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. 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