-
Notifications
You must be signed in to change notification settings - Fork 69
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ntf examples when size is fullscreen, fps drops very low #98
Comments
Ok, let me bump this... with another question.. what is ratioW and ratioH ? it seems that this values are calculated in a very "hardcoded" way.. with 4/3 ratios and with 320 thanks in advance :) |
@albjeremias You should read carefully this PR kalwalt#3 in particular see this comment kalwalt#3 (comment) and the main PR with all discussion kalwalt#1, Plus i think you will found other useful infos in other PR's in my repository. Hope that this will help you... |
it also affects this: kalwalt#39 if i find more stuff.. i will edit this reply. it seems to be solved on arjs... i can see the nft tracking in fullscreen.. |
thats so cool! <3 thanks |
When the container variable is not resized to fit the resolution of the webcam video, then the fps drop to very low, you can just comment this 2 lines:
jsartoolkit5/examples/nft_improved_worker/threejs_wasm_worker.js
Lines 104 to 105 in 4a2fd7b
I also changed the lines in css of the size of the canvas where everything is draw, and it affected the fps!
jsartoolkit5/examples/css/video-style.css
Lines 82 to 83 in 4a2fd7b
to:
I also need a better understand of the canvas_process and the pscale and sscale and why the projection matrix is being multiplied by this ratio.. looks so complicated the way its done.. is this ratioW, ratioH just the ratio between the size of the image of the camera, and the output of the canvas?
The text was updated successfully, but these errors were encountered: