I am currently building an api where I have to create api for image uploading. Stumbled upon different tutorials, I've found that some of them have used the JPEG Renderer while the others haven't. My question is when I should use a renderer. What may I miss if I don't use one?
Related
I am trying to create a rendering web server for 3D data (initially sent by web-clients), offering real-time images to the clients (using WebSockets).
My problem is with the 3D rendering instances. Using VTK, I did not found a way to keep numerous "instances" for the rendering (one for each web-client) in the same code/server. Plus, I tried OpenGL as well getting the same result. I know options as VTK.js but I need the rendering on the server-side. I am stuck!
Is there any way to render multiple 3D graphics instances using the same code? My server is on Flask, for rendering I tried VTK in C++ connected with DLLs, and VTK Python wrapper, neither doesn't work.
I've been trying to figure out how to playback a video file that is equirectangular (and adding movement controls.) I got the playback part using SDK samples. However, getting the video frames to texture to add to a skybox seems downright impossible. I've already looked at the custom EVR and DX11 renderer but can't seem to understand how all that works. Anyone have any ideas?
Thanks.
I think it possible to implement you idea, but you must know that all default renderers are used for simple renderer video. However, you can write own implementation IMFMediaSink class for your purpose. Or use simple frame grabber. You can get more by link - videoInput. It web site contains code for grabbing live video frames from web cam and rendering them via texturing of square object in OpenGL - very similar of your need.
I am looking for a SDK/API for rendering a Sektchup (.skp) model file in a Qt application. I've found the Sketchup SDK but no hint on rendering.
All I need would be a still-image in one of the standard perspectives, but panning, rotating and zooming would be of course great additions.
Some more googling turned up a a way to extract the thumbnail PNG from the Sketchup-Model file without any SDK or other libraryies. This satisifies my needs to now.
It turns out the thumbnail is simply a PNG embedded in the SKP file, so parsing a QFile and looking for the first PNG signature 0x89504e470d0a1a0a is all that is needed. I then pass the correctly positioned QFile to a QImageReader to read the PNG and display it.
The code is reasonably simple and I could share it, but I'm unsure whether pasting it here is really considered good style. Opinions?
What you need is a rendering engine (API for rendering 3D vector graphics / Rasterization API / Game Engine / other types of rendering engine).
Low level examples - OpenGL, WebGL, DirectX.
High level examples - Ogre3D, Three.js, Unity Engine.
The SketchUp SDK only provides interface to read/write a SketchUp file.
You will need to use the SketchUp C API to extract information about the model (triangulated meshes, textures, camera position ...).
Then feed those information into the rendering engine of your choice to render your model.
I have made two different solutions for Video-to-Image Capturing and was wondering if I could intertwine the best of both worlds. I am currently using DirectShow to load in an AVI file and capture images. However, DirectShow's lack of image processing capabilities and the need to make additional filters have stopped me dead in my tracks.
I then turned to OpenCV.
It has all the image processing functions I need, but it has trouble loading in the videos that the DirectShow solution was able to retrieve. Are there any tutorials online about this process or anything close to it? Thanks for any advice.
Yes, here is a link to an article: http://opencv.willowgarage.com/wiki/DirectShow
I'm having trouble finding any examples of OpenGL ES 2 (C++) loading/displaying images. Been looking for last 3 hours but all I found so far is for iPhone or "Look Ma! A triangle!" or it's unbelievably complicated (at least for me).
I'm just looking for something super easy (for a not very smart person). All I need is to load 2 jpg images, display one of them and then display another one in a second or two...
Thanks :)
You didn't specify what platform.
Loading of images is the process of reading a binary file format and possibly decompressing the data. That is not part of the OpenGL or OpenGL-ES spec.
If you want to load and display textures, the easiest way to do it is use some library that already does all the hard work for you. Here are a few resources that show you the library and the roll it your own approach:
Tutorial of loading various image formats using SDL and SDL_image
Load bitmaps in C++ on windows and other desktop platforms
Tutorial loading sprites using Cocos2d
More details on the bitmap file format