
- #Autopano giga 4 troubleshooting for mac os x#
- #Autopano giga 4 troubleshooting 64 bits#
- #Autopano giga 4 troubleshooting pro#
- #Autopano giga 4 troubleshooting download#
We worked on some nice features especially macOS Sierra 10.12 support and better UX/UI for the control point editor. The 4.4 is the new version of Autopano Pro/Giga.
#Autopano giga 4 troubleshooting 64 bits#
#Autopano giga 4 troubleshooting for mac os x#
#Autopano giga 4 troubleshooting download#
ALPS-853] : Updated/corrected cameras et lensid databases New camerasĬanon Canon EF-S18-135mm/f/3.5-5.6 IS 4.4.0 - Download ALPS-844] : Linux APG installer does not overwrite properly previous installation ALPS-843] : Adobe LR plugin is not installed when a previous version of APG is present on the system (option greyed during installation process) ALPS-842] : Neutralhazer is not working anymore (random behaviour) The lens and camera database has also been updated. We focused on fixing some bugs to make it more stable. The 4.4.1 is the new version of Autopano Pro/Giga.

#Autopano giga 4 troubleshooting pro#
Tokina AT-X 16-28mm f/2.8 Pro FX Lens for Canon Voigtlander 28mm f/2.8 Color Skopar SL II Voigtlander Ultron 40mm f/2 SLII Aspherical Nikon AF-P DX 10-20mm f4.5-5.6 Ultra Wide Added new camera RAW support New cameras Updated/corrected cameras et lensid databases

You can see the list of supported cameras here: DCRAW supported cameras. We have improved the RAW support in Autopano by integrating the lastest version of DCRAW. The 4.4.2 is the new version of Autopano Pro/Giga.

Windows 64 bits : Autopano Giga for Windows 64 bits (120.56MB).Windows 32 bits : Autopano Giga for Windows 32 bits (75.79MB).Mac OS X : Autopano Giga for Mac OS X (72.62MB).Linux 64 bits tar.xz : Autopano Giga for Linux 64 bits tar.xz (56.59MB).Linux 64 bits deb : Autopano Giga for Linux 64 bits deb (56.61MB).Sample the texture with our calculated UV & seam fixup.įixed4 col = tex2Dgrad(_MainTex, uv, dx, dy) Īs a bonus, since we're just using the direction to the vertex, your object doesn't need to be a sphere - you can render this on a box or even a singe quad parented in front of the camera and it will act as a "magic window" into the 360 scene. In case you want to rotate your view using the texture x-offset. This fixes that (you can skip this if your videos don't mipmap) where the longitude wraps around from 1 to 0. Used directly, we'll get a texture filtering seam Scale and shift into the 0.1 texture coordinate range. Convert the direction to the fragment into latitude & longitude. O.direction = mul(unity_ObjectToWorld, v.vertex).xyz Compute worldspace direction from the camera to this vertex. O.vertex = UnityObjectToClipPos(v.vertex) Pass a view direction instead of a UV coordinate. Here's an example shader that does this: Shader "Unlit/PanoramaShader"

To fix this, we can calculate our own texture coordinate per fragment using the direction to the fragment being drawn, resulting in a perfect match. That means normal UV mapping can only approximate it - quite badly at the poles, in fact. This isn't a matter of codecs and resolution, you just need to match the texture mapping onto the sphere geometry to the mapping used in the video format - in this case equirectangular.Įquirectangular mapping (also called latitude/longitude or spherical coordinates) is non-linear.
