Search found 184 matches
- Wed Sep 21, 2011 12:37 pm
- Forum: Support and Development
- Topic: Grabbing frames from a camera
- Replies: 10
- Views: 6663
Re: Grabbing frames from a camera
I'm not feeling like taking things from huge projects such as OpenCV and ffmpeg, but libvidcap looks promising. Judging by the included example it's more complicated to use then ESCAPI and comes with no documentation other than the source code. Maybe I'll give libvidcap a try. Cheers, Andre EDIT: I'...
- Wed Sep 21, 2011 1:33 am
- Forum: Support and Development
- Topic: Grabbing frames from a camera
- Replies: 10
- Views: 6663
Re: Grabbing frames from a camera
Ok, I've added camera support to LÖVE 0.7.2. I'm attaching the patch here with the hope that it'll be scrutinized because I'm not sure I did things the correct way. This patch only works for Windows and uses ESCAPI to do the capturing. There's no source code for the DLL that does the capturing, and ...
- Tue Sep 20, 2011 2:14 am
- Forum: Support and Development
- Topic: Grabbing frames from a camera
- Replies: 10
- Views: 6663
Re: Grabbing frames from a camera
I did managed to show the camera image inside a LÖVE game but it crashed after some time. I believe I'm running out of texture ids in OpenGL, so I'll try another approach. Question for the developers: Is this reasonable? When a camera device is initialized, a Device is returned to Lua world. This De...
- Sun Sep 18, 2011 2:50 pm
- Forum: Support and Development
- Topic: Grabbing frames from a camera
- Replies: 10
- Views: 6663
Re: Grabbing frames from a camera
As an Image? ImageData maybe? Could you tell a bit more about your requirements? I'll have a thread in C++ land grabbing frames from an attached camera. In the Lua side of things, I want to be able to call something like love.camera.grab() and receive an love::image::ImageData which I could pass to...
- Sun Sep 18, 2011 4:14 am
- Forum: Support and Development
- Topic: Grabbing frames from a camera
- Replies: 10
- Views: 6663
Grabbing frames from a camera
Hi All, I'm writing a module to grab frames from a camera but am having trouble deciding how I should implement it. Code to get pixels from the webcam is ready, but how should I return them to LÖVE so that they can be drawn? Cheers, Andre Edit: I'd rather not having to allocate an array of pixels ea...
- Mon Jun 06, 2011 2:07 am
- Forum: General
- Topic: LÖVE mention on #AltDevBlogADay
- Replies: 1
- Views: 1328
LÖVE mention on #AltDevBlogADay
Hi All,
Today I posted my 5th article at #AltDevBlogADay. It is a very en passant overview of Lua. I mentioned LÖVE in the article and thought about letting other lövers know about it.
Cheers,
Andre
Today I posted my 5th article at #AltDevBlogADay. It is a very en passant overview of Lua. I mentioned LÖVE in the article and thought about letting other lövers know about it.
Cheers,
Andre
- Tue Mar 29, 2011 11:25 pm
- Forum: General
- Topic: Increasing a counter on sound:isStopped()
- Replies: 1
- Views: 1279
Re: Increasing a counter on sound:isStopped()
My guess is that there is some latency between love.audio.play( silence ) and silence:isStopped() but I'm not sure. Anyway, if what you're trying to accomplish is to increment a counter every one second, this code will do it (untested): local one_second local count function love.load() one_second = ...
- Mon Mar 28, 2011 6:39 pm
- Forum: Support and Development
- Topic: Post your favorite particle settings...
- Replies: 8
- Views: 2175
Re: Post your favorite particle settings...
Useless because it's Windows only. Hahaha, sorry, I still don't know what platform people here use. Still, I'd love to see peoples creative use of the particle system. Like what images they use, what colors, speeds, settings. Here's an image and particle settings I'm using to make little trucks lea...
- Mon Mar 28, 2011 6:31 pm
- Forum: Support and Development
- Topic: Camera to view all objects
- Replies: 5
- Views: 1661
Re: Camera to view all objects
Thanks vrld, for a nice explanation (with graphics!) I've managed to make it work: local dx = self.maxx - self.minx local dy = self.maxy - self.miny local scale, x0, y0 if dx > dy then scale = love.graphics.getWidth() / dx x0 = -self.minx y0 = -self.miny - ( dy - love.graphics.getHeight() / scale ) ...
- Mon Mar 28, 2011 1:08 pm
- Forum: General
- Topic: Anyone gonna help a newbie? Again... yet Again...
- Replies: 19
- Views: 12593
Re: Anyone gonna help a newbie? Again... yet Again...
But he only sets the element if ""..i==key... A better way to write this is changeBoard(key + 0, 1). key + 0 will convert the string key into a number and add zero to it. I'm wondering about the hacks. What's wrong with tostring() and tonumber()? Good point, it's just that old habits die ...