From 454d0818e5ad0820771abebefa9758c66068b8d1 Mon Sep 17 00:00:00 2001 From: Travis CI <zmoelnig@travis-ci.umlaeute.mur.at> Date: Thu, 19 Mar 2015 19:33:23 +0000 Subject: Gem 206d71791bc3642e8c5391a4c59c30ba7411fab8 osx/i386 built 'coverity_scan:206d71791bc3642e8c5391a4c59c30ba7411fab8' for osx/i386 --- Gem/manual/Images.html | 112 ------------------------------------------------- 1 file changed, 112 deletions(-) delete mode 100644 Gem/manual/Images.html (limited to 'Gem/manual/Images.html') diff --git a/Gem/manual/Images.html b/Gem/manual/Images.html deleted file mode 100644 index 182d153..0000000 --- a/Gem/manual/Images.html +++ /dev/null @@ -1,112 +0,0 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> -<html> -<head> - <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> - <meta name="Author" content="Mark Danks"> - <meta name="Author" content="IOhannes m zm�lnig"> - <title>Images</title> -</head> -<body> - -<center> -<h2> -<u>Dealing with Images</u></h2></center> -Images are files which are loaded into GEM. The images can be manipulated, -applied to objects, and used in any number of different ways. In -this section, you will load in an image and display it on the screen. -This section will not apply the images to a <i>geo</i>; that occurs in -the next part of the manual. -<p>The pix objects are GEM objects which deal with <i>pix</i>els. -They do everything from loading in images to applying filters to the data. -The objects in this section of the manual only load in pix data from outside -sources. How you actually display the image is up to you. The -most common usages are with <i>[pix_draw]</i> and <i>[pix_texture]</i>. -<p><b>Warning</b>: <i>[pix_draw]</i> is almost always slower than <i>[pix_texture]</i>. -Because <i>[pix_draw]</i> is easier to use than <i>[pix_texture]</i>, it is -used in these examples. However, in any real usage or piece, <i>[pix_texture]</i> -should always be used instead. <i>[pix_draw]</i> is slow because PC -graphics accelerators do not provide hardware acceleration for that functionality. -<i>[pix_texture]</i> does have hardware acceleration and will be much faster. -<p><a href="#pix_image">[pix_image]</a> - load in an image -<br><a href="#pix_multiimage">[pix_multiimage]</a> - load in multiple images -<br><a href="#pix_movie">[pix_movie]</a> - load in a movie file -<br><a href="#pix_video">[pix_video]</a> - use a real time video source -<p><img SRC="tribar.gif" height=13 width=561> -<h3> -<a NAME="pix_image"></a>[pix_image]</h3> -<i>[pix_image]</i> is used to load in images. Images can be in a variety -of different formats, including TIFF, JPEG, and SGI formats. The -patch gem_pix/gemImage.pd is the simplest use of the <i>[pix_image]</i> object. -In this patch, the <i>[pix_image]</i> object loads in the file dancer.JPG. -<center> -<p><img SRC="pixImage.jpg" BORDER=1 height=180 width=151></center> - -<p>As is the case with every GEM chain, this patch starts with the <i>[gemhead]</i> -object. The next object is <i>[pix_image]</i>, which actually loads -the image. <i>[pix_image]</i> makes the file dancer.JPG the current -pixel data, which will be used in all subsequent operations in the chain. -The <i>[translateXYZ]</i> object is used to move the image around. -Finally, the <i>[pix_draw]</i> object renders the pixel data to the screen. -<p>The patch mentions that changing the Z in <i>[translateXYZ]</i> does not -change the size of the image, as would occur with a <i>geo</i> object like -<i>[square]</i>. -This is because <i>[pix_draw]</i> simply draws the pixel at the current raster -position, without any transformation. If you want to change the size -on the fly and rotate the image, you need to texture map the pix, which -is described in the next section. -<p><img SRC="tribar.gif" height=13 width=561> -<h3> -<a NAME="pix_multiimage"></a>[pix_multiimage]</h3> -The <i>[pix_image]</i> object only loads in one image at time. If you -try to change the image rapidly while the patch is running, you will notice -a lag every time it has to load in a new file. To avoid this lag, -there is another object called <i>[pix_multiimage]</i>. If you look -at patch gem_pix/gemMultiImage.pd, you will see this object in action. -<p>Basically, the * in the file name is replaced by the number that you -pass in. This allows you to play sequences of images with random -access. The one downside is that every image is loaded into memory -when the object is created, so you need to have a lot of RAM to use it. -<p><img SRC="tribar.gif" height=13 width=561> -<h3><a NAME="pix_movie"></a>[pix_movie]/[pix_film]</h3> -These objects are used to read movie-files from disk (or if supported from the internet). - -The movie is streamed off of disk, -using whatever decompression libraries are installed on your computer. -On Windows AVI movies seem to work fine, -but there is also a prelaminary support for quicktimes (and mpeg). -On macOS-X all formats supported by the system (basically: quicktime) should work ok. -On linux the support is highly depending on what libraries are installed during compile time. -There is support for MPEG (with libmpeg1 or (preferred:) libmpeg3), -quicktime (either libquicktime or quicktime4linux; -most likely you will not be able to decode quicktimes with proprietary codecs) -and AVI (with libavifile which is able to utilize windows-dlls for (proprietary) codecs). -There is also some rudimentary support for FFMPEG. - -The right inlet of <i>[pix_movie]</i> -accepts a number to specify the frame to display. Look at 04.pix/04.movie.pd -for an image. -<p>A key fact of <i>[pix_movie]</i> is that it immediately sends the movie -data to OpenGL as a texture map. This means that you do not need -the <i>[pix_texture]</i> object in your chain. This also means that -you cannot process the movie data with pix objects. The main reason -for this is that it removes the need for a copy of all of the movie data. -If you want to apply some image-processing, you will have to use <i>[pix_film]</i> -(and <i>[pix_texture]</i> for texture-mapping). -<p>Some of the geos will not texture map the <i>[pix_movie]</i> data correctly. -Cone and sphere do not use texture coordinates when they are provided, -so when you display a movie on one of these objects, you will have a black -region (unless your movie size is a power of two...however, most movies -are 320x160 pixels or something). This will be fixed in a future -release. -<p><img SRC="tribar.gif" height=13 width=561> -<h3> -<a NAME="pix_video"></a>pix_video</h3> -The "image" can come from the <i>[pix_video]</i> object. -This means that you can use a real-time video source and display it on the screen. -<p>You can play with <i>[pix_video]</i> with the patches in 04.video/. -The patches are explained in more depth in the advanced section of the GEM manual. -<p><img SRC="tribar.gif" height=13 width=561> -<p><a href="index.html">[return]</a> -<br> -</body> -</html> -- cgit v1.2.1