Forum archive
KubeGL
- How can i produce textures for Kubegl?
Is there any automatic procedure to output the panorama texture?When i am standing at some point in voxlap demo how can i get the panorama texture?I had an idea to take screenshots with fixed angles as 0,pi/2,pi,3pi/2 but there are missing parts of the scenery.
If i take screenshots for 8 range PI/4 angles instead of 4 range pi/2 how can i link them together to take just one panoramic view without using an imaging program.
It works fine anyway and you have the illusion that you're in full 3d mode. in voxlap demo how can i get the panorama texture?
Voxlap has a built-in function for taking panorama screenshots:
* In GAME.EXE, press Ctrl+Printscreen. The written filename is: KVX5####.PNG
* In VOXED.EXE, press Alt+F12. The written filename is: VXL5####.PNG
Please note: sprites and skies do not appear in the Voxlap's panorama screenshots. The fix is not that easy, unfortunately.
For KubeGL, all tiles should be square. Also, it needs exactly 6 defined faces - including a ceiling and floor tile. If you don't have ceiling and floor tiles, then fill them in with something so it doesn't look like background.
For panorama screenshots, you really shouldn't be taking normal screenshots by hand. For things to line up nicely, you'll need exact control of the camera - which is not hard once you figure out how to compile Voxlap and study the API.If i take screenshots for 8 range PI/4 angles instead of 4 range pi/2
Don't do that. It just makes the math a lot harder.- I've tried it and it captured the core level right but it didn't captured the sky and the models
as you said.
You use a continuous rotation of the camera in the position of the shooting instead the
discrete hard way i was trying?I wonder how they capture panoramas with real camera,
if this procedure is difficult even with full control of the camera. - By "continuous rotation", it sounds like you are describing a cylindrical projection. That is not what I use. Voxlap and KubeGL use a cubical projection. Imagine super-imposing a cube around the viewpoint. The scene is then projected onto the 6 faces. The cubes faces are projected very similarly to a standard screen view. The only difference is the top and bottom edges are extended slightly to make it a square face (instead of the usual 4:3 aspect ratio). (FYI: all of my 3D engines use a 90 degree field of view from left to right.)
Capturing panoramas with a real camera is not an easy task. The bottom of this page covers some of the issues. The less stitching you need to do, the easier it is. It helps to use a wide-angle lens, such as a fish-eye. - I was meaning that i hold the camera and rotate myself around for 2*pi angle.Only for the horizontal panorama.I didn't mean to use some sphere around you but to use this procedure to get the 4 "right" horizontal cube faces.
If i render the screen for the 4 horizontal angles and 2 vertical (pi,-pi) from the point of view
and store it in 6 textures will i have correct panorama box without image mismatching errors in the edges of the box?PI/2 angle for field of view will fix the mismatching edge error?