kandid,
@kandid@chaos.social avatar

"into the dark"

Made another filter for the smartphone. It is a bit frustrating to take photos with this manipulation because Safari crashes after every shot on my smartphone. OK, it's too much for the device when you push it to the limit.

manipulated

renedudfield,
@renedudfield@fosstodon.org avatar

@kandid I wonder if you are resizing the image first? If not that could reduce the memory usage. Cool foto/filter.

kandid,
@kandid@chaos.social avatar

@renedudfield It is a single page HTML site that uses WEBGL to generate the color and geometry manipulations. Because i don't have development tools for an iphone, I'm testing it with Firefox and a USB camera on my Debian desktop computer.

The nasty crashes only occur on the smartphone after saving. If i could reproduce this error on the desktop PC i might have a chance.

This is the page, on your own risk:

https://metagrowing.org/glic/dev.html

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renedudfield,
@renedudfield@fosstodon.org avatar

@kandid it didn’t crash my safari. But the image seemed like only an approximation of the camera colors.

renedudfield,
@renedudfield@fosstodon.org avatar

@kandid not sure if you can use the safari dev tools from Debian. I’ve only done it before where you connect from a mac.

kandid,
@kandid@chaos.social avatar

@renedudfield

I am using a second-hand iphone 8.

Yes, I also think that to be able to debug on the iphone I would have to switch completely to the MAC world. But I don't want to develop specifically for Appel or Google.

If I have to stick to one platform, it would be the Raspberry Pi with an HQ camera. And develop the program in C/C++ so that I don't need a browser. That's work, but then I have a smaller software stack and better control over the errors. Maybe next winter.

renedudfield,
@renedudfield@fosstodon.org avatar

@kandid ah, I read you can connect to iOS safari with chrome dev tools.

kandid,
@kandid@chaos.social avatar

@renedudfield Thank you, I will try that.

kandid,
@kandid@chaos.social avatar

@renedudfield The way I have implemented it now: I lose the color depth of the camera. On the smartphone I use WEB GL with probably 8 bits per color channel. But 8 bits per color channel is less than cameras can deliver.

On the desktop PC: In my other graphical experiments I use OpenGL 4.x so that the color channels are calculated with floating point numbers. For some effects, the difference in bit depth of the color channels is very relevant and visible to the viewer.

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