Checking nona...[OK]
Checking enblend...Checking enfuse...make: [test] Error 127 (ignored)
Checking hugin_hdrmerge...[OK]
Checking exiftool...[FAIL]
nona -g  -z PACKBITS -r ldr -m TIFF_m -o brown_grand_theater -i 3 
/tmp/huginpto_UUpR7n
make: [test] Error 127 (ignored)
nona: using graphics card: NVIDIA Corporation GeForce 6600/PCI/SSE2/3DNOW!
destStart=[0, 6994]
destEnd=[22488, 10367]
destSize=[(22488, 3373)]
srcSize=[(3264, 2448)]
srcBuffer=0x43056008
srcAlphaBuffer=0
destBuffer=0x44733008
destAlphaBuffer=0x52037008
destGLInternalFormat=GL_RGBA8
destGLFormat=GL_RGB
destGLType=GL_UNSIGNED_BYTE
srcGLInternalFormat=GL_RGBA8
srcGLFormat=GL_RGB
srcGLType=GL_UNSIGNED_BYTE
srcAlphaGLType=GL_BYTE
destAlphaGLType=GL_UNSIGNED_BYTE
warparound=0
needsAtanWorkaround=0
maxTextureSize=4096
Source chunks:
    [(0, 0) to (3264, 2448) = (3264x2448)]
Dest chunks:
    [(0, 0) to (2045, 1687) = (2045x1687)]
    [(2045, 0) to (4090, 1687) = (2045x1687)]
    [(4090, 0) to (6135, 1687) = (2045x1687)]
    [(6135, 0) to (8180, 1687) = (2045x1687)]
    [(8180, 0) to (10225, 1687) = (2045x1687)]
    [(10225, 0) to (12270, 1687) = (2045x1687)]
    [(12270, 0) to (14315, 1687) = (2045x1687)]
    [(14315, 0) to (16360, 1687) = (2045x1687)]
    [(16360, 0) to (18405, 1687) = (2045x1687)]
    [(18405, 0) to (20450, 1687) = (2045x1687)]
    [(20450, 0) to (22488, 1687) = (2038x1687)]
    [(0, 1687) to (2045, 3373) = (2045x1686)]
    [(2045, 1687) to (4090, 3373) = (2045x1686)]
    [(4090, 1687) to (6135, 3373) = (2045x1686)]
    [(6135, 1687) to (8180, 3373) = (2045x1686)]
    [(8180, 1687) to (10225, 3373) = (2045x1686)]
    [(10225, 1687) to (12270, 3373) = (2045x1686)]
    [(12270, 1687) to (14315, 3373) = (2045x1686)]
    [(14315, 1687) to (16360, 3373) = (2045x1686)]
    [(16360, 1687) to (18405, 3373) = (2045x1686)]
    [(18405, 1687) to (20450, 3373) = (2045x1686)]
    [(20450, 1687) to (22488, 3373) = (2038x1686)]
Total GPU memory used: 207728164
Interpolator chunks:
    [(0, 0) to (4, 4) = (4x4)]
#version 110
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect SrcTexture;
float sinh(in float x) { return (exp(x) - exp(-x)) / 2.0; }
float cosh(in float x) { return (exp(x) + exp(-x)) / 2.0; }
float atan2_xge0(const in float y, const in float x) {
    return atan(y, x);
}
float atan2_safe(const in float y, const in float x) {
    return atan(y, x);
}
float atan_safe(const in float yx) {
    return atan(yx);
}
void main(void)
{
    float discardA = 1.0;
    float discardB = 0.0;
    vec2 src = gl_TexCoord[0].st;
    src -= vec2(11241.000000000000000, 5183.5000000000000000);

    // rotate_erect(11241.000000000000000, 9346.1290441543515044)
    {
        src.s += 9346.1290441543515044;
        float w = (abs(src.s) > 11241.000000000000000) ? 1.0 : 0.0;
        float n = (src.s < 0.0) ? 0.5 : -0.5;
        src.s += w * -22482.000000000000000 * ceil(src.s / 
22482.000000000000000 + n);
    }

    // sphere_tp_erect(3578.1214305919911567)
    {
        float phi = src.s / 3578.1214305919911567;
        float theta = -src.t / 3578.1214305919911567 + 1.5707963267948965580;
        if (theta < 0.0) {
            theta = -theta;
            phi += 3.1415926535897931160;
        }
        if (theta > 3.1415926535897931160) {
            theta = 3.1415926535897931160 - (theta - 3.1415926535897931160);
            phi += 3.1415926535897931160;
        }
        float s = sin(theta);
        vec2 v = vec2(s * sin(phi), cos(theta));
        float r = length(v);
        theta = 3578.1214305919911567 * atan2_safe(r, s * cos(phi));
        src = v * (theta / r);
    }

    // persp_sphere(3578.1214305919911567)
    {
        mat3 m = mat3(0.026880627484656305359, -0.55236076630877983806, 
0.83317166040907109092,
                      0.99963865064633783408, 0.014853171180091365514, 
-0.022404272803725703428,
                      0.0000000000000000000, 0.83347283527939430847, 
0.55256043366434370867);
        float r = length(src);
        float theta = r / 3578.1214305919911567;
        float s = 0.0;
        if (r != 0.0) s = sin(theta) / r;
        vec3 v = vec3(s * src.s, s * src.t, cos(theta));
        vec3 u = v * m;
        r = length(u.st);
        theta = 0.0;
        if (r != 0.0) theta = 3578.1214305919911567 * atan2_safe(r, u.p) / r;
        src = theta * u.st;
    }

    // rect_sphere_tp(3578.1214305919911567)
    {
        float r = length(src);
        float theta = r / 3578.1214305919911567;
        float rho = 0.0;
        if (theta >= 1.5707963267948965580) rho = 1.6e16;
        else if (theta == 0.0) rho = 1.0;
        else rho = tan(theta) / theta;
        src *= rho;
    }

    // resize(0.98553997617411615018, 0.98553997617411615018)
    src *= vec2(0.98553997617411615018, 0.98553997617411615018);

    // radial(1.0146275155299713244, 0.015594484258797199419, 
-0.039766033064673599051, 0.0095440332759050405115, 1224.0000000000000000, 
1000.0000000000000000)
    {
        float r = length(src) / 1224.0000000000000000;
        float scale = 1000.0; 
        if (r < 1000.0000000000000000) {
            scale = ((0.0095440332759050405115 * r + -0.039766033064673599051) 
* r + 0.015594484258797199419) * r + 1.0146275155299713244;
        }
        src *= scale;
    }

    // vert(-14.469924210265899589)
    src.t += -14.469924210265899589;

    // horiz(18.256238726917199955)
    src.s += 18.256238726917199955;

    src += vec2(1631.5000000000000000, 1223.5000000000000000);

    src = src * discardA + vec2(-1000.0, -1000.0) * discardB;
    gl_FragColor = vec4(src.s, 0.0, 0.0, src.t);
}
#version 110
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect CoordTexture;
uniform sampler2DRect SrcTexture;
uniform sampler2DRect AccumTexture;
uniform vec2 SrcUL;
uniform vec2 SrcLR;
uniform vec2 KernelUL;
uniform vec2 KernelWH;
float w(const in float i, const in float f) {
    float A = -0.75000000000000000000;
    float c = abs(i - 1.0);
    float m = (i > 1.0) ? -1.0 : 1.0;
    float p = c + m * f;
    if (i == 1.0 || i == 2.0) {
        return (( A + 2.0 )*p - ( A + 3.0 ))*p*p + 1.0;
    } else {
        return (( A * p - 5.0 * A ) * p + 8.0 * A ) * p - 4.0 * A;
    }
}
void main(void)
{
    vec2 src = texture2DRect(CoordTexture, gl_TexCoord[0].st).sq;
    vec4 accum = texture2DRect(AccumTexture, gl_TexCoord[0].st);

    src -= SrcUL;
    vec2 t = floor(src) + -0.50000000000000000000;
    vec2 f = fract(src);
    vec2 k = vec2(0.0, 0.0);

    for (float ky = 0.0; ky < 4.0000000000000000000; ky += 1.0) {
        k.t = ky + KernelUL.t;
        float wy = w(k.t, f.t);
        for (float kx = 0.0; kx < 4.0000000000000000000; kx += 1.0) {
            k.s = kx + KernelUL.s;
            float wx = w(k.s, f.s);
            vec2 ix = t + k;
            vec4 sp = texture2DRect(SrcTexture, ix);
            float weight = wx * wy * sp.a;
            accum += sp * weight;
        }
    }

    gl_FragColor = accum;
}

#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect NormTexture;
uniform sampler2DRect CoordTexture;
uniform sampler2DRect InvLutTexture;
uniform sampler2DRect DestLutTexture;
void main(void)
{
    // Normalization
    vec4 n = texture2DRect(NormTexture, gl_TexCoord[0].st);
    vec4 p = vec4(0.0, 0.0, 0.0, 0.0);
    if (n.a >= 0.2) p = n / n.a;

    // Photometric
    // invLutSize = 256.00000000000000000
    // pixelMax = 255.00000000000000000
    // destLutSize = 1024.0000000000000000
    // destExposure = 0.10057335177717055541
    // srcExposure = 0.091680140945150437326
    // whiteBalanceRed = 1.0000000000000000000
    // whiteBalanceBlue = 1.0000000000000000000
    p.rgb = p.rgb * 255.00000000000000000;
    vec2 invR = texture2DRect(InvLutTexture, vec2(p.r, 0.0)).sq;
    vec2 invG = texture2DRect(InvLutTexture, vec2(p.g, 0.0)).sq;
    vec2 invB = texture2DRect(InvLutTexture, vec2(p.b, 0.0)).sq;
    vec3 invX = vec3(invR.x, invG.x, invB.x);
    vec3 invY = vec3(invR.y, invG.y, invB.y);
    vec3 invA = fract(p.rgb);
    p.rgb = mix(invX, invY, invA);
    // VigCorrMode=VIGCORR_RADIAL
    float vig = 1.0;
    {
        vec2 vigCorrCenter = vec2(1631.5000000000000000, 1223.5000000000000000);
        float radiusScale=0.00049019607843137254222;
        float radialVigCorrCoeff0 = 1.0000000000000000000;
        float radialVigCorrCoeff1 = -0.30180860875047699210;
        float radialVigCorrCoeff2 = 0.25868627233326602077;
        float radialVigCorrCoeff3 = -0.28783974089245401018;
        vec2 src = texture2DRect(CoordTexture, gl_TexCoord[0].st).sq;
        vec2 d = src - vigCorrCenter;
        d *= radiusScale;
        vig = radialVigCorrCoeff0;
        float r2 = dot(d, d);
        float r = r2;
        vig += radialVigCorrCoeff1 * r;
        r *= r2;
        vig += radialVigCorrCoeff2 * r;
        r *= r2;
        vig += radialVigCorrCoeff3 * r;
    }
    vec3 exposure_whitebalance = vec3(1.0970025868234720701, 
1.0970025868234720701, 1.0970025868234720701);
    p.rgb = (p.rgb * exposure_whitebalance) / vig;
    p.rgb = p.rgb * 1023.0000000000000000;
    vec2 destR = texture2DRect(DestLutTexture, vec2(p.r, 0.0)).sq;
    vec2 destG = texture2DRect(DestLutTexture, vec2(p.g, 0.0)).sq;
    vec2 destB = texture2DRect(DestLutTexture, vec2(p.b, 0.0)).sq;
    vec3 destX = vec3(destR.x, destG.x, destB.x);
    vec3 destY = vec3(destR.y, destG.y, destB.y);
    vec3 destA = fract(p.rgb);
    p.rgb = mix(destX, destY, destA);

    gl_FragColor = p;
}

gpu shader program compile time = 0.143
nona: GL error: Framebuffer incomplete, incomplete attachment in: 
/home/drbeams/hugin/src/hugin_base/vigra_ext/ImageTransformsGPU.cpp:708
make: *** [brown_grand_theater0003.tif] Error 1


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