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 >>> >>> _______________________________________________ >>> ioquake3 mailing list >>> [email protected] >>> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org >>> By sending this message I agree to love ioquake3 and libsdl. >>> >> >> >> _______________________________________________ >> ioquake3 mailing list >> [email protected] >> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org >> By sending this message I agree to love ioquake3 and libsdl. >> > _______________________________________________ > ioquake3 mailing list > [email protected] > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
