From: Joschka B. <jos...@am...> - 2008-04-10 11:25:33
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Hi all, I've been thinking about how to implement a pixel camera perceptor for Simspark using hardware-accelerated OpenGL Render to Texture via the Frame Buffer Object extension (see, e.g. [1]). I'm not proposing we should adopt this in the 3D league, but it will be handy for doing research. One problem I see is that this is a sensor, but it relies on rendering also. In the multi-threading implementation, these two are seperated as far as I remember, right? Maybe it is not a problem, since the rendering only needs to produce the image, which can be copied in the thread for the perceptors, but I'm not sure about this, so I thought I'll ask for ideas here. Another thing I've been wondering about is whether it would be worth it to compress the images before sending it to the agent or not. Of course this will depend on color depth and size of the image, as well as network delay, but encoding (and decoding on the agent side) would also take time. For small images and a fast local network without much delay, it might be overkill I guess. Again, any ideas are welcome. Cheers, Joschka [1] http://www.gamedev.net/reference/articles/article2331.asp |