My name is Natxo Pedreira, i’m a spanish/galician oF developer, i want to show you a work that we make with the collaboration of Patricio Gonzalez Vivo.
Patricio has made an addon version of the great mapping app by kyle mcdonald mapamok he has introduced new features like the posibility to use a textured 3d model and more.
We used that in a live event, one nice thing about this work is that we found a nice way of integrate our mapping in the workflow. The projection was controlled by another company who wants to have controll over the contents, they used a commercial soft called Watchout, to take care of the projection contents and other screens that were part of the show.
In resume, we have to capture their video signal and use that to texture the 3dmodel, later our signal is captured and used that as video input source in Watchout. This way they have absolute controll of the projection contents, and the mapping machine is a part of the show.
Hi, I wanted to check this out on .073 OSX but when I try and run your example I get an arror
sharedlibrary apply-load-rules all
Warning: the current language does not match this frame.
warning: Could not find object file “/openFrameworks/GLUT/OF_CUSTOM_GLUT/libForeground.a(macx_foreground.o)” - no debug information available for “/Users/mcast/Code/GLUT-ToPost/macx_foreground.m”.
Same results- I guess I should try downloading 0.71 and see if it works. It is not urgent for me but I have an OF app that I am feeding to madmapper at the moment. I thought it would be fun to try get that out of the loop and have everything all in one neat package.
i am guessing you have to use the empty example that came with the 073 dispo, copy the src files over and then compile.
don’t just open the xcode file that came with the example.
sometimes when examples are made with an other version of OF they do not run with your current version.
i modified ofxMapamok a bit to not rely on ofxsmartview. so it is included in the src folder.
problem #1:
it currently is only showing one viewport. in renderMode you can see that before all 6 points are placed the _texture->draw() (or in my case contentFBO.draw()) overshoots the viewport window. and once all 6 points are set the model overshoots too.
problem #2:
in void ofxMapaMok::render switch case:0 it does not draw/bind the texture to the mesh.
i can draw the texture via _texture->draw(); but binding does not work.
problem #3:
when trying to select on of the default shaders from the control panel i get this error message:
[error] OpenGL generated error 1281 trying to get the compile status for GL_VERTEX_SHADER shader. Does your video card support this?
[error] Program failed to link.
[error] Shader program reports:
ERROR: Input of fragment shader ‘normal’ not written by previous stage
ERROR: Input of fragment shader ‘randomOffset’ not written by previous stage
ERROR: Input of fragment shader ‘position’ not written by previous stage
why you dont use the addon as is¿
you need something that the addon doesnt do?
Also, if i understand what are you trying to do, to proyect a continuous horizontal area, why are you using two instaces? you can not span across the two screens an use only one instance?
That sounds good but maybe if you want to see how it works, its a good idea to check the original mapamok from kyle
you can change the size and the positon of the canvas, draggin and resizing with the ofxSmartViewPort it only extends ofrectangle and have a few method to make it draggable
i am using two instances of ofxMapaMok.
the reason for not just using one long one is that i have two projectors connected, both projectors edges are overlapping in the middle of the final projection.
so i have to make a separate matrix for each one.
in ofxCv’s Calibration.h i commanded out //glViewport(0, 0, imageSize.width, imageSize.height);
and placed glViewport(myViewport.x,myViewport.y,myViewport.width,myViewport.height);
just on top of the code posted above.
once i have a complete working version i will post it.