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  • Android camera being landscaped in some devices

    - by nala4ever
    Im new to Android and I tried a tutorial for camera API. The tutorial works fine. When I use HTC desire I can see the camera view in both portrait and landscape, but when I use Samsung Galaxy I get a the camera view only in a landscaped view. I tried the following code to rotate the camera view as well.. Camera.Parameters parameters = camera.getParameters(); parameters.setRotation(90); then the camera doesn't work as expected. (screen splits into 4 and not clear). Does anyone have an idea for this issue ? Thanks.

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  • Dropbox doesn't recognize camera (for Camera Upload)

    - by Lee
    I'm running OS X 10.6.8 on a MacBook Pro 13" 2011 version, trying to use Dropbox 1.4.7 Camera Upload. When I connect my Sony HDR-XR260 video camera or my Blackberry Torch 9800 via USB or even an SD card via the built-in reader, Dropbox never recognizes any of it and the pop-up dialog box never pops up to ask me if I want to import my videos or not. I do have the option enabled in DB preferences. Any solutions?

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • How can I transfer photo's from my Kodak camera that normally would use KODAK EASYSHARE Software?

    - by Ryan
    Normally I would plug my camera into my Windows XP pc, and the software would auto start, and transfer the files to a set location. I need to be able to perform the same or similar function on my PC installed with Ubuntu 10.04 (LTS). I would like to plug the camera in (USB), and then be able to select the files I want. At the moment, the camera does not seem to recognise the PC. I do not want to rely on the Windows PC anymore.

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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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  • Restricting Android camera

    - by Johnson Tey
    Hello! Avoiding having to create a whole camera app myself, I am calling up: Intent camera = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); this.startActivityForResult(camera, PICTURE_RESULT); However, the camera is very advanced and beautiful :) but not for my purposes. :( Is there a way to restrict the camera to control size, resolution, disable setup button, flash, face recognition, etc...?

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  • windows cant "see" camera

    - by user330401
    So I bought a lil emerson camera and I am trying to get it to read the thing on windows 7. The instructions for the camer say when you first hook it up via usb AUTOPLAY will come up and your good to go. Well that worked for me the first time I hooked it up. However the 2nd time, it started trying to install drivers. Since then I can't get it to show up in windows explorer. I have tried disabling and uninstalling everything and trying to start from scratch but its useless, I'm stuck with having to pull the sd card everytime. I really dont like doing this as its a cheap camera, so if I can fix the communication between the devices via usb I would be really happy. As of right now the device installation shows a checked USB COMPOSITE DEVICE and 3 X'd GENERIC IMAGE DEVIC. Can someone please help me get this sorted. PS there are no drivers for this camera, not in the packaging, not available from emerson, and to be honest it shouldn't need any. The only function the camera has when hooked up via USB is charging and access to the DCIM. The charging still works, but the drive just won't load. Any suggestions?

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  • Camera Canon pal DC95 not being able to get cd contents

    - by antoniocs
    Hey! A friend of mine recorded a family event with his Canon pal DC95. This camera records to a mini cd. I saw the cd being played in the camera (which was hooked up to a tv) but when I place the cd's in my pcs cd player I see nothing. Like if the cd had nothing on it. I tried downloading the manual of the camera (maybe I have to do something to the cd) but I can't find it online. I really want to get the videos on the cd so I can pass them to some other friends. Anyone know how I can achieve this? Please help me out :) Thanks. PS: Just a reminder. I know that the cd's contain stuff, but when I place the cd in the drive I just see a blank cd.

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  • How to store byte[] from Android Camera onPictureTaken method within application for later use

    - by Kiel Wood
    I am writing a larger Android application and I use the camera within the app. All I want to do with the camera is have the user take a picture, then start a new activity to show that image and allow the user to decide if they want to keep the image or not. I am having the hardest time figuring out how to simply store the byte[] data from the onPictureTaken method so that I can display it to the user in the next activity. I have tried many different routes and none of them have worked. The last thing I tried was creating a globalsettings class that extends the Application class and creating a byte[] field within it to store the byte[] from the camera so that I could use it within another activity, but my global variable is still not getting set. My CameraActivity code is shown below: public class CameraActivity extends Activity { CameraPreview Preview; Intent intent; byte[] image; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.cameralayout); Preview = new CameraPreview(this); ((FrameLayout)findViewById(R.id.uxfmlayPreview)).addView(Preview); intent = new Intent(this, PostCaptureActivity.class); } public void uxbtnCaptureSnap_Click(View v) { Preview.DeviceCamera.setPreviewCallback(null); Preview.DeviceCamera.takePicture(shutterCallback, rawCallback, jpegCallback); startActivity(intent); finish(); } public void uxbtnCaptureExit_Click(View v) { Intent i = new Intent(this, ExploreMenuActivity.class); setResult(RESULT_OK); startActivity(i); finish(); } ShutterCallback shutterCallback = new ShutterCallback() { public void onShutter() {} }; PictureCallback rawCallback = new PictureCallback() { public void onPictureTaken(byte[] data, Camera camera) {} }; PictureCallback jpegCallback = new PictureCallback() { public void onPictureTaken(byte[] data, Camera camera) { ((GlobalSettings)getApplication()).setGlobalImage(data); camera.release(); camera = null; } }; } Here is my code from my PostCaptureActivity onCreate() method where I attempt to convert and set the image as the source for an imageview: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.postcapturelayout); SnapShot = ((ImageView)findViewById(R.id.uximgSnapshot)); if(((GlobalSettings)this.getApplication()).getGlobalImage() != null) { Bitmap b = BitmapFactory.decodeByteArray(((GlobalSettings)this.getApplication()).getGlobalImage(), 0, ((GlobalSettings)this.getApplication()).getGlobalImage().length); SnapShot.setImageBitmap(b); } else { Toast.makeText(this, "Oops! Picture cannot be saved", Toast.LENGTH_SHORT).show(); } }

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  • Software to aid using camera as a scanner

    - by xxzoid
    I want to digitize some index cards with my camera. I'm looking for a program that would automatically fix geometry on the shots (as you would expect the cards come tilted on the picture). I have an app (droid scan lite) on my android phone that does exactly that, but I would prefer to do it on my pc (the phone camera has poor quality and it's slow and focuses badly while I have a decent slr). If the program is open source it's an advantage, cross platform -- even more so.

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  • Overhead video camera to capture live video to a PC

    - by BrianLy
    Can anyone recommend a manufacturer or starting point for overhead video camera units that can be used to capture a Microsoft Surface application in use? I'd like to stream this from another PC but I'm not sure what the best camera to look at would be. It seems like some of the overhead security cameras would fit the requirements but I don't know if they will interface easily with a PC.

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  • Windows XP doesn't recognize iPhone as a camera

    - by ines
    My iPhone 3GS doesn´t show up in the Scanners and Cameras tool when I connect it via USB to Windows XP. Nor does the Camera Wizard pop up. How do I make Windows XP detect the device as a Camera? I currently have no way of downloading photos from the iPhone to my computer. iTunes does recognize the device, but it doesn't offer a way to synchronize photos. Thanks for your help.

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  • "Could not claim interface on camera: -6" when trying to connect usb camera (Kinect)

    - by rzetterberg
    I have installed the freenect library from openkinect.org. With that library there is a demo application which you can run from the terminal to test out the Kinect. However when I run this command I get the following output: richard@behemoth:~$ sudo freenect-glview Kinect camera test Number of devices found: 1 Could not claim interface on camera: -6 Could not open device This particular error is thrown by the library libusb by the function libusb_claim_interface and the error -6 corresponds to the LIBUSB_ERROR_BUSY. So my guess is that it has something to do with mounting the usb, rather than specifically the freenect library or the Kinect itself. So my question is how can I find out what resource is using this interface and how can I free it so that I can access it? Edit: What I have tried so far (just to be sure): Rebooted Plugged-out, plugged-in Tried different usb ports Restarted udev Additional information that might be useful: /etc/fstab: # /etc/fstab: static file system information. # # Use 'blkid -o value -s UUID' to print the universally unique identifier # for a device; this may be used with UUID= as a more robust way to name # devices that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sda1 during installation UUID=1c73f217-ac8d-451b-8390-7a680628a856 / ext4 errors=remount-ro 0 1 # swap was on /dev/sda5 during installation UUID=bb49bd29-07ec-45a0-bbab-46fb8362b06b none swap sw 0 0 sudo uname -r: Linux behemoth 3.0.0-14-generic-pae #23-Ubuntu SMP Mon Nov 21 22:07:10 UTC 2011 i686 i686 i386 GNU/Linux cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=11.10 DISTRIB_CODENAME=oneiric DISTRIB_DESCRIPTION="Ubuntu 11.10"

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  • How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

    - by Chris
    This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is actually facing. As you can see currently only the x location is updated: [delta * -1, 0, 0] How should I take into account the direction in which the camera is facing (I have the camera's target x,y,z) when creating a first person strafe (left/right) movement? case 'a': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta * -1, 0, 0], viewEye); viewTarget = g_math.addVector([delta * -1, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break; case 'd': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta, 0, 0], viewEye); viewTarget = g_math.addVector([delta, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break;

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  • Copying photos from camera stalls - how to track down issue?

    - by Hamish Downer
    When I copy files from my camera (connected via USB) to the SSD in my laptop a few files get copied and then the copy stalls. I'm not sure why, any ideas or things to investigate appreciated, or bug reports to go and look at. I have read this answer - the camera (Canon 40D in case that matters) mounts fine using gvfs. I can see the photos in Nautilus, or in the terminal (in /run/user/username/gvfs/... ) and I can copy a few photos, but not many. Using the terminal or Nautilus the process hangs until the camera goes to sleep. Digikam fails to copy any at all, as does Rapid Photo Downloader. Shotwell did manage it in the end, but that is very much a work around for me. I have disabled thumbnail generation by nautilus. Load average stays about 1 while this is happening, while CPU usage is half idle, half wait (and a little user/sys for other programs). None of the programs at the top of the cpu list in top are related to copying photos. There is not much in the logs - from /var/log/syslog Dec 2 16:20:52 mishtop dbus[945]: [system] Activating service name='org.freedesktop.UDisks' (using servicehelper) Dec 2 16:20:52 mishtop dbus[945]: [system] Successfully activated service 'org.freedesktop.UDisks' Dec 2 16:21:24 mishtop kernel: [ 2297.180130] usb 2-2: new high-speed USB device number 4 using ehci_hcd Dec 2 16:21:24 mishtop kernel: [ 2297.314272] usb 2-2: New USB device found, idVendor=04a9, idProduct=3146 Dec 2 16:21:24 mishtop kernel: [ 2297.314278] usb 2-2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Dec 2 16:21:24 mishtop kernel: [ 2297.314283] usb 2-2: Product: Canon Digital Camera Dec 2 16:21:24 mishtop kernel: [ 2297.314287] usb 2-2: Manufacturer: Canon Inc. Dec 2 16:21:24 mishtop mtp-probe: checking bus 2, device 4: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-2" Dec 2 16:21:24 mishtop mtp-probe: bus: 2, device: 4 was not an MTP device This problem has only started recently and I've had all the hardware for ages. I have also recently upgraded to 12.10, though I'm not sure if the problem started when I upgraded or after the upgrade. I also note this similar question but it is currently unanswered and I'm providing more detail

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  • Software for handling camera RAW-files

    - by Eikern
    I use a digital SLR as most other photographers do today and have quickly realised that capturing images using camera-RAW files is the way to go. Personally I use Adobe Lightroom to handle my photo library, but I know there are other software available like Apple Aperture. These applications are quite hard to use for a novice, and are quite expensive too. I've often recommended other photographers to switch to camera-raw, but they won't do it because Windows can't handle it natively. Are there any free or cheaper applications out there that can do simple file handling and adjustments? Preferably so simple that my mom can do it. I know Nikon offers a codec that allows you to view NEF-files natively inside Windows, but still limits the uses of the file and slows the system down if the file is big. Does anybody know of a drag-and-drop application that converts camera-raw to JPG on-the-fly? In case I or someone would need to upload an image to the web or use it inside a word-document. Thanks.

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  • Remotely viewing IP camera on Belkin N450 DB router

    - by Mike Miller
    I need to setup a wireless IP camera (Trendnet TV-IP501W) on my network so that it is remotely visible from anywhere. Right now I successfully connected it to my home network but nothing else. My router is a Belkin N450 DB. Any help would be much appreciated, including what this would be referred to as so I could more easily ask another forum. I believe it is something like "port forwarding" but I'm not sure. Ok, I believe I found this in the "virtual servers" section. It asks for enabling with a check box, description, inbound port, type, private IP, & private port. In that order I have checked enabling, "camera", 150, TCP, 81, and 81? I'm assuming inbound ports are the numbers I use for the home network - xxx.xxx.x.150 and the 81 was for private. I used my WAN IP and added :81 and .81 but didn't get it. What am I doing wrong? Ok, I believe I found this in the "virtual servers" section. It asks for enabling with a check box, description, inbound port, type, private IP, & private port. In that order I have checked enabling, "camera", 150, TCP, 81, and 81? I'm assuming inbound ports are the numbers I use for the home network - xxx.xxx.x.150 and the 81 was for private. I used my WAN IP and added :81 and .81 but didn't get it. What am I doing wrong?

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  • How to draw an overlay on a SurfaceView used by Camera on Android?

    - by Cristian Castiblanco
    I have a simple program that draws the preview of the Camera into a SurfaceView. What I'm trying to do is using the onPreviewFrame method, which is invoked each time a new frame is drawn into the SurfaceView, in order to execute the invalidate method which is supposed to invoke the onDraw method. In fact, the onDraw method is being invoked, but nothing there is being printed (I guess the camera preview is overwriting the text I'm trying to draw). This is a simplify version of the SurfaceView subclass I have: public class Superficie extends SurfaceView implements SurfaceHolder.Callback { SurfaceHolder mHolder; public Camera camera; Superficie(Context context) { super(context); mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceCreated(final SurfaceHolder holder) { camera = Camera.open(); try { camera.setPreviewDisplay(holder); camera.setPreviewCallback(new PreviewCallback() { public void onPreviewFrame(byte[] data, Camera arg1) { invalidar(); } }); } catch (IOException e) {} } public void invalidar(){ invalidate(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { Camera.Parameters parameters = camera.getParameters(); parameters.setPreviewSize(w, h); camera.setParameters(parameters); camera.startPreview(); } @Override public void draw(Canvas canvas) { super.draw(canvas); // nothing gets drawn :( Paint p = new Paint(Color.RED); canvas.drawText("PREVIEW", canvas.getWidth() / 2, canvas.getHeight() / 2, p); } }

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  • Android: Unregister camera button

    - by niko
    Hi, I tried to bind some actions to a camera button: videoPreview.setOnKeyListener(new OnKeyListener(){ public boolean onKey(View v, int keyCode, KeyEvent event){ if(event.getAction() == KeyEvent.ACTION_DOWN) { switch(keyCode) { case KeyEvent.KEYCODE_CAMERA: //videoPreview.onCapture(settings); onCaptureButton(); ... } } return false; } }); Pressing the button however the application crashes because the original Camera application starts. Does anyone know how to prevent Camera application start when the camera button is pressed?

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  • Detecting iPhone camera orientation

    - by Stephen Petschulat
    I'm getting inconsistent results depending on whether I get the image directly from the camera in the callback or choosing it from the camera roll. In the UIImagePickerControllerDelegate callback method, the UIImage.imageOrientation comes up as UIImageOrientationRight no matter how the photo is taken. When reading it off the Camera Roll, a landscape shot (turned left) comes up UIImageOrientationUp while a portrait shot comes up UIImageOrientationRight. How can I reliably get the camera orientation in both situations?

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  • Texturing Issue when Overlaying images onto Camera preview SurfaceView

    - by Dervis Suleyman
    I am in the process of making an augmented reality application and I have successfully overlaid a 3d cube over a camera surface view. The Issue now is when I add a Texture the cube then flickers(with the texture on it) and disappears leaving the camera preview upon further research i discovered that the cube with the texture was disappearing behind the Camera preview. My Question is has anyone else had this issue and if yes what approach did you take to solve this. Heres another strange Issue when i take a print screen the cube is on-top of the camera Preview

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  • Handling cameras in a large scale game engine

    - by Hannesh
    What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it? The methods I can think of are: Binding cameras straight to the engine; if someone needs to render something, they bind their own camera to the graphics engine which is in use until another camera is bound. A camera stack; a small task can push its own camera onto the stack, and pop it off at the end to return to the "main" camera. Attaching a camera to a shader; Every shader has exactly one camera bound to it, and when the shader is used, that camera is set by the engine when the shader is in use. This allows me to implement a bunch of optimizations on the engine side. Are there other ways to do it?

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  • Streaming video from a point-and-shoot camera that doesn't support it

    - by egasimus
    I have a Canon IXUS 120is (PowerShot SD940) - a nice digital camera that's a couple of years old. It does record fairly decent video, but, alas, can't function as a webcam - and I need to stream video over the Web. I've installed CHDK on it, and while it's quite flexible, doesn't seem to provide a solution to my problem. I suppose that the video footage is written to the SD card in real time - is there a hack that allows me to monitor the file as it is written, and broadcast its contents over the Internet? Perhaps connecting its the camera's slot to my laptop's card reader via SDIO? I'm running Windows, but I'm roughly familiar with Linux; another question has suggested a file-to-/dev/video driver - do such tools exist?

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  • translation/rotation of a HUD against a camera using vectors in Euclidian 3D space

    - by Jakob
    i've got 2 points in 3D space: the camera position and the camera lookAt. the camera movement is restricted akin to typical first person shooter games. you can move the cam freely, tilt horizontally and up to 90 degrees vertically, but not roll. so now i want to draw a HUD to the screen, on which i can move the mouse freely, with the position of the cursor correctly translating into 3D space. the easy part was to draw something directly in front of the camera. V0 = camPos; V1 = lookAt; V2 = lookAt-camPos; normalize V2; mutiply V2 according to camera frustum V3 = V0+V2 draw something at V3 now the part i don't get: i could use V3 and add to that the rotations of the cam combined with the x/y of the mouse cursor, somehow, right? that's what i want.

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