I don't think it is a protocol issue, unless you want others to see your camera. If it is just that you'd like a video (from your camera or from a local file) to show up on a wall, then it is just an engine issue.
If you want someone ELSE's video as a texture, you're treading into a totally different realm. On Wed, Mar 31, 2010 at 5:17 PM, Michael Menegakis <[email protected]> wrote: > 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. >
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