Hi there.
I tried IrrAr on my WinXP system with VS2005
but ran into a problem:
ARToolkit as well as Irrlicht are there, compile fine and samples work.
The demo exe of irrar crashed without a comment though.
I Made a new Project, added test.cpp, irrar.cpp irrar.h from irrar package
to it.
This also compiles fine.
I run it in the standard form and it died. I am somewhat wary of the Intel
OpenGL implementation, changed the line in test.cpp tp this:
Code: Select all
device = createDevice( video::EDT_DIRECT3D8, dimension2d<s32>(WIN_WIDTH, WIN_HEIGHT), 16, fullscreen, false, false, &receiver);
With that I get a Camera window, but still a crash.
I debugged a little, noticing, that somehow the picture size seems wrong.
max_pixels was more than 100k pixels with a 320x240 cam image.
I hardcoded max_pixels to 320x240, and voila. no crashes.
I now get a Window with an unfortunately scrambled image.
(not wrong color, ...scrambled.) But it is the cam image, because
the initial gradual picture change by the camera's automatic white balance
is noticeable.
I meddled aimlessly in IARManager::update_ITexture, but the gods of
programming were mispleased with my trial&error-demon worship today.
I guess there's something amiss in the collaboration of IrrAR frame-grab code taylored for OpenGL and the Direct3D8 Texture format.
Can someone shed a little light on this, please?
what does the direct3d texture format look like?
what is really expected by IrrAR?
Could the strange size setting of the camera mess up more than meets my tired eye?
EDIT: I forgot to add: somewhere in the compiling problems was of course the problem of resources not found, but I just copied the media and stuff directories from IrrAR over in my project directory.