>[QUOTE]Originally posted by pandya:
>[b] Are you saying that to your knowledge >there are no optimized video capture cards >which will allow programming control for >frame capture and display for “standard” >pcs?
I’ve never actually implemented this, but
I’m fairly certain it would be a two step
process. You would most likely have to
get the “texture” image from the camera using
a DirectX interface (most likely DirectVideo I think). I would assume most camera vendors would have DirectX drivers for their product, or you wouldn’t be able to do much with them
After you’ve gotten the image with DirectX calls, you would then have to convert it into
a format more appropriate for OpenGL. After that, just map it to a 2-D polygon and draw it into the background. Then pop your 2-D viewing matrix, load up a 3-D view matrix, and clear the Z buffer. Then draw the brain
Keep in mind that if you want your OpenGL
app to run full screen, you’ll most likely
have to use DirectX (DirectDraw) anyway to
set the screen dimensions, and depths.
I’ve done a little with Direct3D, but nothing with DirectVideo. I’m pretty sure it wouldn’t be that difficult. You could probably find a ton of books explaining the API.
>Also, by SGI I assume you mean the SGI 320 >or 520 pcs (a little bit pricy!)?
We tested a couple of these are were really dissapointed with their graphics throughput. Not much better than some PC’s i’ve seen with Nvidia GeForce boards (if at all)
>Thanks for your response.
I know it’s not much info, but it’s a start.