[MPlayer-dev-eng] gl & distorted fisheye for dome projection: works good
Johannes Gajdosik
johannes.gajdosik at gmx.at
Wed Jul 26 20:09:44 CEST 2006
Hello,
I use the newest svn version, and the new 16-bit-ppm feature of
-vo gl works good for me. Very important: my old 8-bit-ppm
index texture together with my old distort.fp fragment program
works as good as before. I also noticed that edgedetect.fp works again.
And also the new 16-bit version with window size (customtrect:rectangle=1)
works well.
Only the interpolation in the float image does not work on my
system: when the index texture has only 128x128 pixels, but the video has
720x576 pixels, then the resulting images consists of many tiny rectangles,
so that there is only an effective resolution of 128x128.
But I do not expect that my graphic card can do this.
I still use NVidia driver 1.0-6111 and I have again a FX5200.
Thank you for the explanations, support and new features.
Just one question: will you commit your new distort.fp
fragment program into svn, so that it can live there together with
edgedetect.fp?
If you are interested I can also give you the program with which I
generate the index texture for spheric mirror distortion.
Yours,
Johannes Gajdosik
On 07/12/2006 11:28:51 AM, Reimar Döffinger wrote:
> Hello,
> On Tue, Jul 11, 2006 at 12:55:58AM +0200, Johannes Gajdosik wrote:
> > On 07/08/2006 09:33:53 PM, Reimar Döffinger wrote:
> > > Your card does not support the ARB extension, only the significantly
> > > less powerful nVidia special-case extension.
> >
> > The mplayer output tells me that I have many ARB extensions.
> > Which ARB extension am I missing?
>
> ARB_texture_float
>
> > Also the edgedetect.fp fragment program does not work anymore.
>
> That was in need of improvement anyway, I'll fix it soon.
>
> > johannes at pc1:~/mplayer> ./mplayer -vo gl:yuv=4:customprog=TOOLS/distort16_Reimar.fp:customtex=/home/johannes/Progs/Mathematik/Projection/index16.ppm ~/titel1a.avi -v
>
> Should have read the comment in the program :-) You must use
> -vo
> gl:yuv=2:customprog=/path/distort.fp:customtex=/path/index.ppm:customtrect:rectangle=1
>
> esp. customtrect and rectangle=1 are important. The first is needed
> because the nvidia floating point texture can only be used with
> rectangle textures. The rectangle=1 is needed to make it easy to work
> regardless of the video resolution.
>
> Greetings,
> Reimar Döffinger
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