Change the threading mode per node (this is the way i'm working towards) force a sync so this black frame issue doesn't happen (slows down general use)Ģ. since this is being carried out on another thread, there's 2 options:ġ. It demonstrates a situation where you have to recreate the image almost every frame (dimensions of image are changing). GPL license otherwise (due to EmguCV) unless somebody buys an EmguCV license which would allow all of us to use these nodes without GPL restrictions. Pre-release binary build of OpenCV nodes for VVVV CLEye for native PS3Eye support (multiple cameras supported + full camera properties).CaptureProperty for CLEye (splits properties into seperate node, fixes BinSize bug).just took the last version, added some missing stuff, some helpatches, fixed some namings and made simplified installation instructions.NET library, nodes are there I don't have camera though) uEye? (might work though, IDS only provides x86 or An圜PU.(that doesn't mean you don't have video input in CV.ImagePack, there's VideoIn (CV.Image VfW) which works fine you have less options though) DirectShow VideoInput (still nobody built VideoInputSharp for 圆4).NET Framework 4.5 in Fl圜apture project for some reason. I didn't have the proper OpenNI.Net libraries (and you have proper kinect nodes and AsImage (DX11.Texture2D) anyway) and visual studio couldn't target. Unfortunately OpenNI and Fl圜apture nodes didn't survive. I know it's easier just to post below, but it's a real mess down there! With the GitHub tracker, it's much easier to keep track of the status of any bugs.įorked and built from for both x86 and 圆4. Please file bug reports using the GitHub issue tracker PlayStation eye) is currently disabled but can be back v. just next to \DX11 if you also have the dx11 pack) unzip so that the \Image folder lands in the \packs folder (i.e.create a \packs folder next to \girlpower (in case you don't have it yet).
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