Macam ps3eye Mountain Lion

hi @bakercp thanks for your reply.

i would love to try but am unfamiliar with how to use them. Im trying it on Xcode (opencv). Do you mind to guide me on this?

Would appreciate it a lot…=)

Got it working perfectly in openframework. Except your ‘example’ codes , the frames are being freezes. Else the rest working good! I’ll have to figure out a way to merge with my OpenCV codes now.

Thanks @bakercp!

I’ve realised that the image is in ofTexture format…is there a way for me to convert into ofxCvColorImage for further processing purposes?

Ok found the issue. It’s because the output format from the Ps3eyeGrabber is in RGBA which are not supported/compatible with ofxCvColorImage. Conversion from the (yuv422 to rgb888) or (rgba to rgb888) is required.

Correct me if I’m wrong. Still working on this.

@bakercp – thanks for the library! It looks awesome :slight_smile:

Unfortunately I just downloaded it and tried to compile your example, but got the error

error: allocating an object of abstract class type 'ofxPS3EyeGrabber'

I checked its parent classes (ofThread and ofBaseVideoGrabber), but it seems like all virtual methods are defined, so I’m not entirely sure what’s going on here :confused:

I filed the issue on your github.

This is likely because of the change to const-correct methods in the base video grabber class. I don’t think I’ve updated the addon for the updates because they are only available in the master branch of openFrameworks. Feel free to update and issue a PR. I’ll likely keep them in a develop branch until the const-corrected base class changes are released with 0.9.0.


I’m trying to use macam for PS3 eye on OSX 10.9.5 but it doesn’t seem to be working. I’m just getting a frozen image from the camera. I’ve tried the modified driver above too, but no luck. Within the Macam application itself I get a decent feed(though it’s a bit jumpy). But within Max/ MSP and Jitter I’m just getting a frozen image. I’m using the camera for a motion tracking patch in max, but I ain’t gonna detect much motion with a frozen image! :frowning:

Anyway, I don’t suppose anyone here would know what the problem might be. Any help at all would be much appreciated.

We wrote a new openFrameworks addon that no longer uses macam since it is not actively supported. If you use openFrameworks, you can try If you are comfortable writing jitter externals you could adapt this code using the Max SDK

Alternatively, you could rig up a pretty simple openFrameworks app with the and to ship the textures over to Max using

Thanks bakercp. I’ve never written any max externals before and all the ‘programming’ I’ve ever done has been in audio programming languages like max and csound. So for now, I don’t think I’ll be able to do any of those things! But maybe this is a lesson for me to learn to use openFramesworks for the future! I was really just hoping there was another updated driver out there somewhere…

Thanks for your work, I have still one question :
now that the ps3eye is working under Yosemite with the OF API how, based on that, can we produce a OS X driver like the Quicktime macam component ?
I will be happy to help, but I do now how to create a OS X driver (but I know how to code in Obj-C and C and use XCode).

That’s great to hear Ps3eye still work on latest Mac OS. By the way, I’m very appreciated if any guys could help to compile the pkg or dmg install file.

Thanks in advanced.

Hi @chinhhut I don’t quite understand your request. What do you mean exactly?

I bet he asked for dmg/pkg file in order to be able to run PS3Eye directly on MacOS. Would be much appreciated if one could make something like that, without getting involved into compiling and programming processes.

It’s pretty easy to make a camera viewer app (just compile the example) – much more difficult to make a camera driver so other programs can use the camera feed.

I’m not that deep into current situation about available PS3Eye drivers, but I guess there’s no available solution to make camera work with Skype?

@bakercp – wow that ofx library ( just saved me. i had been struggling with the older library for hours and yours worked right out of the box for multicam on osx 10.10. woo!

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Does anybody know how to calculate the max number of cams I can run over usb3.0?

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You will be stuck with the same number of cams you can run with USB 2. The backward compatibility does not give you the bandwidth of USB 3, but uses a second chip to give you USB 2 with all the limitations.

Well I have 7 working at 320x240.
Made a little bullet cam.
but unfortunately they bite the dust at 640x480. Anyone have a workaround for this? Would be greatly appreciated. Really want that 640x480 quality! I tried to init/destroy them all on the trigger but that caused some weird behavior and led to undesired latency.

        std::shared_ptr<ofxPS3EyeGrabber> videoGrabber = std::shared_ptr<ofxPS3EyeGrabber>(new ofxPS3EyeGrabber());
        videoGrabber->initGrabber(camWidth, camHeight);

            cout << "waiting for " << i << "..." << endl;
        cout << "new frame " << i << "..." << endl;
        string frame = "frames/" + ofToString(picture_counter) + "/" + ofToString(i) + ".png";
        aFrameImage[i].allocate(640, 480, OF_IMAGE_COLOR);

@bakercp – any insight you can offer on the previous post? really hungry for that VGA quality :]