> 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
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
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
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
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 napisaĆ(a):
> On Wed, 2020-09-09 at 13:28 +0200, Marcin K wr
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
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?
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