Hi,

some code snippets:

[EMAIL PROTECTED] wrote:
Hey uli,

What do you mean by "getting a nice image from that is a b??ch"? Is the
image quality reduced?

Not sure what de-bayer algorithm I'm going to use. I have the source for
one that we have used before but I'm not sure how it will work on a
shader.

Is there an example of an osg::PixelBufferObject being used to stream to
an Image?? How is one attached to the image?
_VideoImage[i]->setImage(cameraImageWidth, cameraImageHeight, 1, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE, gImage[i], osg::Image::NO_DELETE); _VideoImage[i]->setPixelBufferObject(new osg::PixelBufferObject(_VideoImage[i].get()));


Also, about the non-power of 2 textures.... can I make the texture
scaled to the nearest power of two and just modify the texture
coordinates on the quad? Will doing this avoid the CPU scalling of the
texture?
I just turn the scaling on CPU off:
_VideoTexture[i]->setImage(_VideoImage[i].get());
_VideoTexture[i]->setResizeNonPowerOfTwoHint(false);

-Steve

jp

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ulrich
Hertlein
Sent: Wednesday, June 25, 2008 10:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Advice on Rendering Streaming video

[EMAIL PROTECTED] wrote:
I've already set up an orthographic2D view that will look at a quad
which will display the texture. The shader will then convert the
texture
into RGB and do the whitebalance.  I am also able to swap the texture
back and forth and maintain decent frame rates but the textures I'm
using to test are only 64x64 pixels (tank.rgba and water.rgba) and I'm
wondering if it would be too slow (<30fps) to use the same method for
1000x1000 pixel images.

The texture bandwidth isn't likely to be a problem, keep in mind that
bayer images are only 1/3 of an RGB image of the same size.

Things to look out for is to use non-power-of-two textures or texture
rectangles to avoid CPU scaling of the image.

You'll also want to attach a osg::PixelBufferObject to the osg::Image.

Unfortunately getting a nice image from that is a b??ch and the shaders
can get complex pretty fast, the number of texture lookups is probably the most expensive op. What de-bayer algorithms are you looking at?

Cheers,
/uli
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