Tom Pearce wrote:
Ricky,
Based on the code you posted, you're taking a screenshot every frame - and
from the same position, no less. You're creating the same matrix each time,
and thus setting the view matrix to be identical each frame. Then you're
doing file I/O that is the exact
Hi Robert,
robertosfield wrote:
Hi Ricky,
On Tue, Jun 22, 2010 at 3:54 AM, Ricky Flintoff wrote:
Thank you very very much for your suggestion! I actually ran into another
problem with the code. I tend to get segmentation faults. My idea was to
take multiple pictures as I changed
Hi Ricky,
On Tue, Jun 22, 2010 at 3:54 AM, Ricky Flintoff rickyflint...@gmail.com wrote:
Thank you very very much for your suggestion! I actually ran into another
problem with the code. I tend to get segmentation faults. My idea was to take
multiple pictures as I changed the position of my
Hi,
As a solution, I decided to change the viewpoint of the camera and then take
pictures as I change the viewpoint. However, with the code I have, it's really
slow (cow rotates very slowly) Any suggestions or ways I can over come this
problem?
Code:
//capture an image of the scenegraph
Hi Ricky,
You are doing two things that are very expensive - reading back from
GPU and writing to disk. You can help lower the cost of GPU read by
using double buffer of PBO, and the cost of writng to disk by using a
separate thread. Both topics aren't straight forward and pretty
advanced
Hi,
Thank you very very much for your suggestion! I actually ran into another
problem with the code. I tend to get segmentation faults. My idea was to take
multiple pictures as I changed the position of my camera.
Any way I can get rid of these seg faults?
Thank you!
Cheers,
Ricky
Ricky,
Based on the code you posted, you're taking a screenshot every frame - and from
the same position, no less. You're creating the same matrix each time, and
thus setting the view matrix to be identical each frame. Then you're doing
file I/O that is the exact same too.
When I ran your
7 matches
Mail list logo