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61
English forum / Re: Dynamic texture loading / deleting. Raspberry PI 3
« Last post by JeGX on September 02, 2016, 10:47:19 AM »
You can retrieve the command line in a script with:

Code: [Select]
command_line = gh_utils.get_command_line()

Once you have the command_line, just parse it with Lua/Python string functions to extract parameters.
62
English forum / Re: Dynamic texture loading / deleting. Raspberry PI 3
« Last post by bobtarask on September 02, 2016, 10:10:49 AM »
Hello thanks a lot for the support,

For our slides show (we are displayed HTML5 dynamically generated slides with transparency over a video playing in background) it was fine to spawn new demo processes each one displaying the next slide at  a defined time).

We had also had to find a way to pass arguments to the demo scripts. We managed to pass parameters through a file named after the process id. But maybe there is a way to pass the command line arguments to the lua scripts ?


Have a nice day,

Etienne
63
General Discussion / Re: I need help . . .
« Last post by Stefan on September 01, 2016, 04:42:22 PM »
Personally i don't use that.
I suggest to visit the official forum, where you should get more feedback
https://forums.geforce.com/default/board/110/geforce-experience/
64
English forum / Re: Dynamic texture loading / deleting. Raspberry PI 3
« Last post by JeGX on September 01, 2016, 03:45:47 PM »
gh_texture.update_gpu_memory_from_file() should work on RPi. The parameters are:

Code: [Select]
gh_texture.update_gpu_memory_from_file(texture_id, image_filename, is_abs_path)

texture_id is the id of an existing texture (created for example with gh_texture.create_2d() or with gh_texture.create_from_file()). And the new texture you want to upload must have the same dimensions than the existing texture.

To kill a texture just use:
Code: [Select]
gh_node.kill(texture_id)


What I should add to GeeXLab is a function to load a texture in the CPU memory only. Then later, with another function you can upload this CPU texture into GPU memory. I will try to add these functions asap.

65
great!
66
3D-Tech News Around The Web / NVIDIA VR Funhouse updated with mods support
« Last post by JeGX on September 01, 2016, 03:15:05 PM »
Quote
With our latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR.  Now you can play, create, play again and even share your VR creations with the world.

Swap out your shooting gallery pistol for a Tommy gun, whack the moles while their hair is on fire, or build your favorite mini-game in VR.  With VR Funhouse mods the possibilities are endless.

Links:
- NVIDIA blog post
- VR Funhouse @ steam
- VR Funhouse workshop @ steam
- VR Funhouse source code @ github (an account validated by NVIDIA is required).

67
English forum / Dynamic texture loading / deleting. Raspberry PI 3
« Last post by bobtarask on September 01, 2016, 12:46:18 PM »
Hello,

I have a list of images ( ~ 100 images in PNG format) that I need to display in a timed sequence (like a movie)

I use textures to display the images (like in the demo http://www.geeks3d.com/hacklab/20151207/how-to-control-the-window-opacity-on-the-raspberry-pi/).

Creating the texture works: with the function  gh_texture.create_from_file_v3 from the API (http://www.geeks3d.com/geexlab/reference/scripting_texture.php). I load the images at initialization, and then I am able to display the images in the FRAME script. But I am currently limited to 10 textures simultaenously in the GPU.

Is it possible to update the GPU textures from a seperated thread / process ? ( I cannot do it in the FRAME script because it takes too much time to load the texture from file, affecting the display)

Also I tried to use the functions to update textures :

gh_texture.update_gpu_memory_from_file
gh_texture.update_gpu_memory_from_buffer


but neither worked or I was not able to use them properly..

And I didn't find any way to free the textures from the GPU ?

Maybe it could be done with gh_texture.reset_texture_unit ? But I don't understand the arguments of the function.

Could someone help in those matters ?

Thanks and best regards

Etienne



68
HELLO putting rpi_alpha_flag="3" solved the problem
69
General Discussion / I need help . . .
« Last post by GOHAR on August 31, 2016, 09:09:00 PM »
Hello, Friends
Please accept my apology. If my message is into a wrong page/place.
I bought a new desktop PC. But its nVidia GeForce Experience not installing new drivers automatically. I have to do that manually.
Kindly let me know that what I have to do. Or what is this forum about Desktop PC Drivers? Thank you.
70
I played with RPi transparency long time ago  :P

Ok... do you output the right alpha value in the pixel shader? According to what I wrote in the article, if rpi_alpha_flag="0", you should control the opacity with the alpha value generated by the pixel shader.
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