Re: Xvfb and number of bytes per pixel

2020-09-13 Thread Adam Nielsen
> The main issue is that we don't have enough (physical) space and budget ;) > to use bigger and more expensive projectors with edge blending, so I wrote > small piece of code for that (python + moderngl) which is grabbing pixel > data from xvfb to "project" it onto a big quad, then, setting viewpo

Re: Xvfb and number of bytes per pixel

2020-09-13 Thread Marcin K
It's not that easy. We have to make a fade out/in gradient on overlapping areas because it is not possible to align projectors pixel-peefect (there are also some lens errors like barrels etc). We're already using xrandr overlap with hardware edge blending. > On 13 Sep 2020, at 05:49, Adam Niels

Re: Xvfb and number of bytes per pixel

2020-09-11 Thread Marcin K
so, I'm creating an interactive city mockup, using 3 1920x1200 projectors. The main issue is that we don't have enough (physical) space and budget ;) to use bigger and more expensive projectors with edge blending, so I wrote small piece of code for that (python + moderngl) which is grabbing pixel d

Re: Xvfb and number of bytes per pixel

2020-09-11 Thread Adam Jackson
On Fri, 2020-09-11 at 00:04 +0200, Marcin K wrote: > Thank you for explanation. > That was my deepest fear. The main issue is that I'm copying the > image data real-time, and in my case, on 4* UWXGA display, this one > byte means 9MB less data per frame. I mean... yeah, half a gigabyte per secon

Re: Xvfb and number of bytes per pixel

2020-09-10 Thread Marcin K
Thank you for explanation. That was my deepest fear. The main issue is that I'm copying the image data real-time, and in my case, on 4* UWXGA display, this one byte means 9MB less data per frame. czw., 10 wrz 2020 o 23:32 Adam Jackson napisaƂ(a): > On Wed, 2020-09-09 at 13:28 +0200, Marcin K wr

Re: Xvfb and number of bytes per pixel

2020-09-10 Thread Adam Jackson
On Wed, 2020-09-09 at 13:28 +0200, Marcin K wrote: > Hello, > I'm grabbing frames from Xvfb to use them as an opengl texture. I've > noticed that there are 4 bytes per pixel, that suggest that there's > an alpha channel, or something else. Is it possible to force Xvfb to > store only RGB values in

Xvfb and number of bytes per pixel

2020-09-09 Thread Marcin K
Hello, I'm grabbing frames from Xvfb to use them as an opengl texture. I've noticed that there are 4 bytes per pixel, that suggest that there's an alpha channel, or something else. Is it possible to force Xvfb to store only RGB values in the shared memory? __