I've seen some servers that have maps with special textures where the
servers can replace the textures with in-game ads and logos on maps.  So
it seems like there's some ability there to load the map with a
server-specific map texture at runtime as long as that ability is in the
map already.  I wonder if that could be abused to insert a video texture.


> Are the underlying protocols stable enough nowadays to make a cross
> platform
> version of something like that for ioquake3?
>
> I mean, it already has VoIP right?
>
> On Wed, Mar 31, 2010 at 11:14 PM, Patrick Baggett
> <[email protected]
>> wrote:
>
>> In theory, this isn't too hard (well, at least the case of a camera in
>> the
>> corner of the screen).
>>
>> If you've heard of/used OpenCV or V4L API, you basically just grab a
>> camera
>> frame each loop iteration (probably need to make sure the frame is a
>> power
>> of 2 on each side, e.g. 256x256) and use glTexSubImage2D( ... ) to
>> download
>> this to a texture. If you are just making an in-game feed (like a video
>> in
>> the corner of the screen), then you can do a quick, hackish
>> glBegin(GL_QUADS) ... glEnd() to draw a small rectangle in a corner of
>> the
>> screen with this texture (your camera image frame).
>>
>> If you want to use a video as a texture (now we're getting tricky),
>> you'd
>> probably need some kind of special way to mark that a texture should be
>> from
>> a camera/SWF input, maybe by checking if the texture filename ends in
>> .swf
>> or some special camera texture e.g. "!camera". Rendering a SWF to an
>> off-screen surface to produce a frame of animation is way beyond the
>> scope
>> of Quake III and probably would require a separate library, but assuming
>> you
>> could, calling glTexSubImage2D( ... ) would once again be used.
>>
>> You'd probably need to add code to the main loop to update any "video
>> textures", and if done properly, there shouldn't be much to change on
>> the
>> actual rendering. A pitfall is that many camera directly capture to JPEG
>> image or non-RGB formats, making them unsuitable for textures -- I think
>> OpenCV provides a way to get RGB/BGR data from this, otherwise, you'll
>> have
>> to write some colorspace conversions (YUV->RGB) or use the libjpeg.
>>
>> I hope this is a starting point for you and good luck.
>>
>> Patrick
>>
>> On Wed, Mar 31, 2010 at 11:37 AM, Thys <[email protected]> wrote:
>>
>>> Hello!
>>>
>>> I'm a interaction student from belgium and currently working on a
>>> Quake3
>>> project, I've setup a linux box that sends out messages to Max/MSP (or
>>> PureData) from ingame Quake, now I want to try to add a live webcam
>>> stream
>>> INGAME, so some kind of dynamic texture or just a swf or something,
>>> after 3
>>> days of sleepless nights I'm really desperate, anyone any idea?
>>>
>>> Any help is greatly appreciated!!
>>>
>>> Greetings, Thys
>>>
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>>>
>>
>>
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