Den tors 15 juli 2021 kl 10:30 skrev Nuno Santos :
>
> Elvis,
>
> Using your quick example (attached as a project below) I’ve run some tests
> and realised that window rendering it not happening at the same frame rate in
> all machines and the maximum differs:
>
> - no more than 30 fps in on a 20
Elvis,
Using your quick example (attached as a project below) I’ve run some tests and
realised that window rendering it not happening at the same frame rate in all
machines and the maximum differs:
- no more than 30 fps in on a 2017 iMac with Radeon graphics card
- no more than 30 fps on 2019 I
Elvis,
Your sketch runs fine.
Yesterday night I have been playing with calling glReadPixels directly rather
than calling toImage from FBO object. Apparently, there wasn't much difference
in the machine I was running this tests. I need to test on other machines.
But I also realised that the be
My idea would be something like (sketch):
main.cpp:
#include
#include
#include
#include
#include
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
auto view = new QQuickView;
view->setSource(QUrl::fromLocalFile("test.qml"));
view->show();
// I use a QVecto
Andy,
Thanks for your reply.
Are you able to capture at 60fps at 1920x1080?
Best,
Nuno
> On 14 Jul 2021, at 20:38, Andy wrote:
>
> Yet another "not sure if this applies, but..."
>
> Maybe take a look at what QRenderCapture is doing in Qt3D? It allows you to
> capture a QImage per frame, so
João,
Thanks for the tip. Will search about it.
Best,
Nuno
> On 14 Jul 2021, at 20:22, joao morgado via Interest
> wrote:
>
>
> Hello Nuno
>
> Not sure if it helps, but the book Anton's OpenGL 4 Tutorials has a chapter
> about recording a video from OpenGL. It's the same approach you are
David,
The frames are not available forever. I’m using a double frame buffer object
and one frame will only be available until the next one is ready. Then the
frame buffer object is swapped.
Adding concurrency to this problem might bring even more problems. It’s a
guess, not sure.
Thanks!
B
Yet another "not sure if this applies, but..."
Maybe take a look at what QRenderCapture is doing in Qt3D? It allows you to
capture a QImage per frame, so it might have some of the bit
processing/manipulation you're looking for.
I'm using it to capture video by saving images to a temp dir and then
Hello Nuno
Not sure if it helps, but the book Anton's OpenGL 4 Tutorials has a chapter
about recording a video from OpenGL. It's the same approach you are doing,
saving images from a frame buffer at certain fixed rate. I just dont know what
kinf of optimisations are done, I didnt read it with
Elvis,
Thanks for sharing your thoughts. It makes sense.
I need to dive into the toImage function, try to read directly the bytes from
the FBO and see if that has any performance impact.
Best regards,
Nuno
> On 13 Jul 2021, at 14:10, Elvis Stansvik wrote:
>
> Hi Nuno,
>
> I'm really out of
Hi Nuno,
I'm really out of my waters here, but, provided you don't need to hold
on to each AVFrame after you are "done with it", you could perhaps
avoid having to allocate a QImage for each frame (which toImage forces
you to do) by just allocating a a single AVFrame and a single memory
buffer for
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