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by enc » Sun Jan 17, 2010 11:25 am
With approximately 0.6 seconds i could come up with more than 10 very cool or useful things you could do with this. Unfortunately its not in my intrests list, but i know it will make many people very happy to see an open source solution for it.
Just wanted to say.
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enc
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by astelix » Sun Jan 17, 2010 12:36 pm
hah cute! thanks for sharing it
My Rig: P3D 1.7.0@WinXP & Kubuntu 10.04- Athlon 64 5200 X2 ~ Radeon 3200HD (integrated)
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astelix
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by radu » Mon Jan 18, 2010 4:04 am
I played with artoolkit as well, but this was a nice idea, well done.
p.s. buy a printer 
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radu
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by archengle » Sat Feb 20, 2010 10:25 pm
ThomasEgi, love your posts.
I'm new to the whole artoolkit and want to know how you would, if you could, replace the camera image with the window from your developed game (say for motion capture within a fictional environment).
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by rdb » Sun Feb 21, 2010 5:14 am
That's easy by just passing a rendered texture to ARToolKit instead of a camera image. But it makes no sense whatsoever ot do that. The whole point of this is to acquire 3D coordinates of a pattern in the real-world - in the virtual world, you'll already have those coordinates.
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by triselectif » Wed Mar 24, 2010 5:22 pm
hi. i m new to panda.
i precisely wonder how to get the rendered texture out of panda (the whole main window of panda3d in an opengl format) in order to pass it to another opengl application (like an opengl pygame window for ex). What s the command for that ?
rdb wrote:That's easy by just passing a rendered texture to ARToolKit instead of a camera image. But it makes no sense whatsoever ot do that. The whole point of this is to acquire 3D coordinates of a pattern in the real-world - in the virtual world, you'll already have those coordinates.
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by rdb » Thu Mar 25, 2010 2:22 am
That involves rendering the content of the main window to a buffer (setting "window-type" to "offscreen" helps), and then getting the RAM image data via base.win.getTexture().getRamImage(). (or the slower getRamImageAs() for format conversion).
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rdb
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by triselectif » Thu Mar 25, 2010 12:11 pm
Ok. Thanks for answering.
I ve tried .getTexture().getRamImage() yesterday but at the end i couldn't run both pygame and panda3d at the same time in the same program, since panda3d has to run in the main thread apparently (under python). Any idea ?
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by drwr » Thu Mar 25, 2010 12:27 pm
Running Panda in a child thread is possible, but you'd probably have to compile Panda yourself to support true threading. But you don't need to do this; you can run Panda in the main thread, and coexist happily with pygame--just call taskMgr.step() from time to time instead of calling taskMgr.run().
Still, it seems like a weird thing you're doing, to have two different OpenGL contexts running in the same process. I doubt you'll get very good performance that way (your graphics card will have to switch back and forth between the two different contexts). Whatever problem you're trying to solve, are you sure that's the best solution?
David
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by triselectif » Thu Mar 25, 2010 1:10 pm
Using taskMgr.step() is a great idea. I was wondering how to call panda3d step by step
I know it sounds weird. The thing is i wanna use occasionally 3d within a multitouch context using pymt (a mt framework built on pygame). i m gonna try your suggestion. THXS!
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