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  1. POCan't Draw SharpGL(openGL wrapper) object in EMGU CV
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    copied!<p>I've been working with emgu cv(opencv wrapper to capture images from a webcam and using its functions to proccess this images. I also detect the hand and track the hand movement...</p> <p>Now, I need to draw a kind of earth or just an object according to the hand position, for which sharpGL is perfect for perspective transformation and so on. My problem is that I can't achieve that.</p> <p>I don't know how to say to sharpGL "you guy, draw that object within this hand tracking window" Is it impossible what I want to do? I am desperate... any help would be great. Thanks in advance </p> <p>see this video if you're still confused about what I meant (http://www.youtube.com/watch?v=ccL4t36sVvg)</p> <p>so far, I've just translated this code <a href="http://blog.damiles.com/2008/10/opencv-opengl/" rel="nofollow">http://blog.damiles.com/2008/10/opencv-opengl/</a> into C#</p> <p>and here's code snippet</p> <pre><code>private void openGLControl_OpenGLInitialized(object sender, EventArgs e) { // TODO: Initialise OpenGL here. // The texture identifier. uint[] textures = new uint[1]; // Get the OpenGL object. OpenGL gl = openGLControl1.OpenGL; //texture.Create(gl); // Get one texture id, and stick it into the textures array. gl.GenTextures(1, textures); // Bind the texture. gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]); // A bit of extra initialisation here, we have to enable textures. gl.Enable(OpenGL.GL_TEXTURE_2D); // Specify linear filtering. gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST); gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST); gl.PixelStore(OpenGL.GL_UNPACK_ALIGNMENT, 1); // Set the clear color. gl.ClearColor(1.0f, 1.0f, 1.0f, 1.0f); } private void openGLControl_Resized(object sender, EventArgs e) { // TODO: Set the projection matrix here. // Get the OpenGL object. OpenGL gl = openGLControl1.OpenGL; // Set the projection matrix. gl.MatrixMode(OpenGL.GL_PROJECTION); // Load the identity. gl.LoadIdentity(); // Create a perspective transformation. gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0); // Use the 'look at' helper function to position and aim the camera. gl.LookAt(-5, 5, -5, 0, 0, 0, 0, 1, 0); // Set the modelview matrix. gl.MatrixMode(OpenGL.GL_MODELVIEW); } </code></pre> <p>and finally draw an 3D object</p> <pre><code>private void openGLControl_OpenGLDraw(object sender, PaintEventArgs e) { // Get the OpenGL object. OpenGL gl = openGLControl1.OpenGL; if (capture == null) { this.start_capture(); } if (capture != null) { Image&lt;Bgr, Byte&gt; ImageFrame = capture.QueryFrame(); //I'm trying to use some algorithm using the code from sample (sharpGLTextureExample) //first, I make an Bitmap object that I take from queryframe(convert it to bitmap first) Bitmap image = new Bitmap(ImageFrame.ToBitmap()); // Clear the color and depth buffer. gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); //ImageFrame.Draw(new Rectangle(2, 2, 2, 2), new Bgr(Color.Aqua), 2); // Load the identity matrix. gl.LoadIdentity(); //then, Lock the image bits (so that we can pass them to OGL). BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); gl.BindTexture(OpenGL.GL_TEXTURE_2D, textures[0]); //gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA, ImageFrame.Width, ImageFrame.Height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, ImageFrame); gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA, ImageFrame.Width, ImageFrame.Height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, bitmapData.Scan0); //gl.Begin(OpenGL.GL_QUADS); //gl.TexCoord(0, 0); gl.Vertex(-1, -1, 0); //gl.TexCoord(1, 0); gl.Vertex(1, -1, 0); //gl.TexCoord(1, 5); gl.Vertex(1, 1, 0); //gl.TexCoord(0, 1); gl.Vertex(-1, 1, 0); //gl.End(); //gl.Flush(); //texture.Bind(gl); // //CamImageBox.Image = ImageFrame; } } </code></pre> <p>but the output always return an white, no texture on it...</p> <p>I've also consindering to use Texture class, but it's no use..because there's no method which the input parameter is the frame...</p>
 

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