| ARToolKit | Mailing List Archive |
|
| From: | Blair MacIntyre <blair@c ............> | Received: | Sep 10, 2002 |
| To | Soenke Dirksen <Soenke.Dirksen@t ..........> | ||
| Subject: | Re: slow arDisplay?! | ||
I went into the code and switched some DEFINE that switched the way it renders the video, and things spend up. In general, I find that putting the video into texture memory directly, and then using the texture hardware to scale it on the fly is much faster than other methods. On Wednesday, September 11, 2002, at 06:58 AM, Soenke Dirksen wrote: > Hi! > I tested around a bit with the ART. > And I recognized that the arDisplay Function, which should display the > video-image slows down the app (at me to about 3 fps). > If I comment it out in the simple-demo, I have much higher fps and the > marker is still recognized and the cube is added. > > Does anybody have made the same experience and found a solution?! > As far as I hear/read it could be the "slow" 2D Draw Function. Is that > right? > > bye, > Sönke > |
|||
| From: | topherZ <topherz@d ............> | Received: | Sep 10, 2002 |
| To | Soenke Dirksen <Soenke.Dirksen@t ..........> | ||
| Subject: | Re: slow arDisplay?! | ||
Hello Soenke,
I experienced a similar problem with the DirectX version running on
Windows2000. On my desktop computer the simpleVRML program (in examples
directory) ran very fast (maybe 20fps). On my laptop it ran only 3fps or
less. The slowdown problem seemed to be in the video drawing section and
in particular the opengl
"glPixelZoom( zoom, -zoom);" function that is called in the
"argDispImageDrawPixels" function in the "gsub.c" file.
When I changed this to "glPixelZoom( 1.0, -1.0);" everything was fast on my
laptop, although smaller!.
The "zoom" parameter passed to the glPixelZoom function is set in the
simpleVRML.cpp file in this call:
"
/* open the graphics window */
argInit( &cparam, 2.0, 0, 0, 0, 0 );
"
So you can test whether this glPixelZoom is giving you problems by changing
the "2.0" in the argInit call to a "1.0"
*****
If it is, you can try the solution that I went with, just use the other
code the artoolkit programmers put in there:
In the "gsub.c" file..
In the "void argDispImage( ARUint8 *image, int xwin, int ywin )" function...
change "if( argDrawMode == AR_DRAW_BY_GL_DRAW_PIXELS ) {"
to "if( 0==1 ) {"
*****
I guess the problem is somewhere in the openGL driver for my graphics card.
hope this helps, topherZ
At 12:58 PM 9/11/2002 +0200, you wrote:
>Hi!
>I tested around a bit with the ART.
>And I recognized that the arDisplay Function, which should display the
>video-image slows down the app (at me to about 3 fps).
>If I comment it out in the simple-demo, I have much higher fps and the
>marker is still recognized and the cube is added.
>
>Does anybody have made the same experience and found a solution?!
>As far as I hear/read it could be the "slow" 2D Draw Function. Is that right?
>
>bye,
>Sönke
>
*****
///// dandelion c o l l e c t i v e
http://www.dandelion.org
/////
Look . Think . Act . Create . Play . Connect
--------------------------------------------------->
|
|||
| From: | Soenke Dirksen <Soenke.Dirksen@t ..........> | Received: | Sep 11, 2002 |
| To | artoolkit@h .................. | ||
| Subject: | slow arDisplay?! | ||
Hi! I tested around a bit with the ART. And I recognized that the arDisplay Function, which should display the video-image slows down the app (at me to about 3 fps). If I comment it out in the simple-demo, I have much higher fps and the marker is still recognized and the cube is added. Does anybody have made the same experience and found a solution?! As far as I hear/read it could be the "slow" 2D Draw Function. Is that right? bye, Sönke |
|||