further commit with correct orientation / placement of the images for FCP
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0dc006af44
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35aa74f743
@ -155,7 +155,7 @@ void RefractiveIndex::start_analysis()
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// fbo.allocate( _currentAnalysis->_mesh_size_multiplier *_vid_w,_currentAnalysis->_mesh_size_multiplier * _vid_h);
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// fbo.allocate( _currentAnalysis->_mesh_size_multiplier *_vid_w,_currentAnalysis->_mesh_size_multiplier * _vid_h);
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//camera.setPosition((fbo.getWidth()/2), fbo.getHeight()/2,_currentAnalysis->_mesh_size_multiplier *500);
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//camera.setPosition((fbo.getWidth()/2), fbo.getHeight()/2,_currentAnalysis->_mesh_size_multiplier *500);
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camera.setPosition(0, (fbo.getHeight()/2)+250, _currentAnalysis->_mesh_size_multiplier*500);
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camera.setPosition(0, (fbo.getHeight()/2)+150, _currentAnalysis->_mesh_size_multiplier*500);
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camera.setFov(65.0);
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camera.setFov(65.0);
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camera.setOrientation(ofVec3f(-2,0,0));
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camera.setOrientation(ofVec3f(-2,0,0));
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_meshRotation=0;
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_meshRotation=0;
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@ -28,9 +28,9 @@ void RelaxRateAnalysis::setup(int camWidth, int camHeight)
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_gotFirstImage=false;
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_gotFirstImage=false;
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_mesh_size_multiplier = 8;
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_mesh_size_multiplier = 8;
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vertexSubsampling_x = 1; //must be at least '1'
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vertexSubsampling_x = 1; //must be at least '1'
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vertexSubsampling_y = 7; //must be at least '1'
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vertexSubsampling_y = 5; //must be at least '1'
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chooseColour = 2;
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chooseColour = 2;
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multiplier = 3.0;
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multiplier = 4.0;
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//blendMode = OF_BLENDMODE_ADD;
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//blendMode = OF_BLENDMODE_ADD;
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//blendMode = OF_BLENDMODE_MULTIPLY;
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//blendMode = OF_BLENDMODE_MULTIPLY;
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@ -28,13 +28,14 @@ void ShadowScapesAnalysis::setup(int camWidth, int camHeight)
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//flag for main sketch
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//flag for main sketch
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meshIsComplete=false;
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meshIsComplete=false;
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_gotFirstImage=false;
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_gotFirstImage=false;
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_mesh_size_multiplier = 15;
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_mesh_size_multiplier = 8;
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vertexSubsampling = 1;
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vertexSubsampling = 1;
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chooseColour = 5;
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chooseColour = 5;
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multiplier = 4.0;
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multiplier = 4.0;
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ofSetLineWidth(5.0f);
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ofSetLineWidth(5.0f);
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glPointSize(5.0f);
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glPointSize(5.0f);
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glEnable(GL_DEPTH_TEST);
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//blendMode = OF_BLENDMODE_ADD;
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//blendMode = OF_BLENDMODE_ADD;
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//blendMode = OF_BLENDMODE_MULTIPLY;
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//blendMode = OF_BLENDMODE_MULTIPLY;
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