Howto:Start core development: Difference between revisions

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m
→‎JPEGFactory: https://code.google.com/p/flightgear-bugs/issues/detail?id=924&q=opencv&colspec=ID%20Type%20Status%20Priority%20Summary%20Aircraft%20Milestone
m (→‎JPEGFactory: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40751.html)
m (→‎JPEGFactory: https://code.google.com/p/flightgear-bugs/issues/detail?id=924&q=opencv&colspec=ID%20Type%20Status%20Priority%20Summary%20Aircraft%20Milestone)
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apps that can do this so I know it's technically possible, and I imagine
apps that can do this so I know it's technically possible, and I imagine
not too much coding once you figure out the magic to make it happen.</nowiki><ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40751.html|title=<nowiki>Re: [Flightgear-devel] --jpg-httpd command line option</nowiki>|author=<nowiki>Curtis Olson</nowiki>|date=<nowiki>Tue, 17 Sep 2013 11:51:00 -0700</nowiki>}}</ref>|<nowiki>Curtis Olson</nowiki>}}
not too much coding once you figure out the magic to make it happen.</nowiki><ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40751.html|title=<nowiki>Re: [Flightgear-devel] --jpg-httpd command line option</nowiki>|author=<nowiki>Curtis Olson</nowiki>|date=<nowiki>Tue, 17 Sep 2013 11:51:00 -0700</nowiki>}}</ref>|<nowiki>Curtis Olson</nowiki>}}
Also see: {{Issue|924}}.


We could probably also look at using the [[Canvas]] system with some additional hooks, i.e. for getting a handle to the osg::Image, so that it can be serialized through Nasal and some cppbind glue, that would make it possible to depreciate the JPEGFactory code and use the Canvas system instead (i.e. unifying the 2d rendering backend).  
We could probably also look at using the [[Canvas]] system with some additional hooks, i.e. for getting a handle to the osg::Image, so that it can be serialized through Nasal and some cppbind glue, that would make it possible to depreciate the JPEGFactory code and use the Canvas system instead (i.e. unifying the 2d rendering backend).  

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