PlayStation eye) is currently disabled but can be back v. Please file bug reports using the GitHub issue tracker I know it's easier just to post below, but it's a real mess down there! With the GitHub tracker, it's much easier to keep track of the status of any bugs.įorked and built from for both x86 and 圆4. Unfortunately OpenNI and Fl圜apture nodes didn't survive. I didn't have the proper OpenNI.Net libraries (and you have proper kinect nodes and AsImage (DX11.Texture2D) anyway) and visual studio couldn't target. NET Framework 4.5 in Fl圜apture project for some reason.DirectShow VideoInput (still nobody built VideoInputSharp for 圆4).(that doesn't mean you don't have video input in CV.ImagePack, there's VideoIn (CV.Image VfW) which works fine you have less options though).uEye? (might work though, IDS only provides x86 or An圜PU.NET library, nodes are there I don't have camera though).just took the last version, added some missing stuff, some helpatches, fixed some namings and made simplified installation instructions.CaptureProperty for CLEye (splits properties into seperate node, fixes BinSize bug).CLEye for native PS3Eye support (multiple cameras supported full camera properties).Pre-release binary build of OpenCV nodes for VVVV GPL license otherwise (due to EmguCV) unless somebody buys an EmguCV license which would allow all of us to use these nodes without GPL restrictions. It demonstrates a situation where you have to recreate the image almost every frame (dimensions of image are changing). since this is being carried out on another thread, there's 2 options:ġ. Change the threading mode per node (this is the way i'm working towards) force a sync so this black frame issue doesn't happen (slows down general use)Ģ. This means you'll be able to (per node) choose what the threading mode is. Sometimes you'll want sequential nodes to run on the same thread (e.g. this instance), therefore reduce syncing issues. bit glitchy but got distracted by other stuff so haven't tuned them up yet (still need to decide what architecture to use) Rather than 7 threads (current situation) G is AsTexture so has to run in the MainLoop Optical Flow) absolutely need to run in their own thread all by themself. You can set B and C to use the above thread, i.e.
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