Disabling Image Preview Output

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TJacoby
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I am embedding, rather than downloading, several panoramic VR nodes in an app for the iPad/Android/Kindle.

Since the files are embedded, I want to disable the output of lower-resolution preview images to decrease file size.
I tried Output > Download/Preview > Type: None, but still have folders filled with lower resolution preview images.

How can exclude these images from output?

I'm using Version:
5.2.3 64bit Cocoa
Revision: 15990/5.7.1

Thanks for the advice,

Tim
Tim Jacoby: Multimedia Designer and Educator
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Tony
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Hi Tim,

Are you outputting Multi Res or Single Res?

If you are doing Multi Res you may be seeing all the tiles. If you use Single Res you will only end up with 6 cube faces. All you have to do with Single Res is find the most appropriate size for each cube across the three devices.

cheers,

Tony
Tony Redhead | Panoramic Photographer | mobile: +61438501002 | website: https://tonyredhead.com - https://redsquare.com | Pano2VR Tutorials: https://tonyredhead.com/pano2vr | instagram: https://www.instagram.com/tonyredhead/
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Hopki
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Hi Guys,
The following example is for a player/window size of 500px with allowing 4 x zoom.
Not forgetting the default is to divide the equirectangular by 4 to get the cube face size, and you want a cube face to fill your window.
So with allowing the viewer 4 x zoom the first level will be 8,000px width, so 2,000px cube face.

Go to the HTML5 output and under the Image tab select Multi Res (should already be selected) and Manual.
This then displays a width table.
Click the + then edit the number to 8,000.
Then add the second level, by default this should divide by 2.
Then add a third level again divide 4,000 by 2.
Then publish.

You will end up with only the levels you need, 2,000 (500px cube face), 4,000 (1,000px cube face) and 8,000 (2,000px cube face)
Cheers,
Hopki
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TJacoby
Posts: 12
Joined: Wed Jan 17, 2018 10:22 am
Location: Columbus, Ohio
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Hi Guys,
The following example is for a player/window size of 500px with allowing 4 x zoom.
Not forgetting the default is to divide the equirectangular by 4 to get the cube face size, and you want a cube face to fill your window.
So with allowing the viewer 4 x zoom the first level will be 8,000px width, so 2,000px cube face.

Go to the HTML5 output and under the Image tab select Multi Res (should already be selected) and Manual.
This then displays a width table.
Click the + then edit the number to 8,000.
Then add the second level, by default this should divide by 2.
Then add a third level again divide 4,000 by 2.
Then publish.

You will end up with only the levels you need, 2,000 (500px cube face), 4,000 (1,000px cube face) and 8,000 (2,000px cube face)
Cheers,
Hopki
Hopki,

I'm a bit confused. Isn't the multi-res setting to allow for lower resolution views as the files are downloading? As of now, all of the pano files will be embedded directly into the iPad app, rather than hosted on a web server. (This may well change. I might end up placing them on a server and linking to them to reduce file size of the app).

The basic question is wether multi resolution images improve performance for files hosted locally (ie embedded in the app).

Once all image files are downloaded (or already embedded in an app), I dont know if iOS chooses the highest resolution available, and does the scaling/zooming/panning calculations on the high res files, or if it swaps to a lower resolution image when appropriate to process the calculations more quickly. Sort of like an image file containing a small thumbnail.

I rebuilt a portion of the app using only single res, high resolution, embedded images. It does seem a bit more sluggish, although I saved some file size by not including lower-res images.

Any info is greatly appreciated.

Cheers,

Tim
Tim Jacoby: Multimedia Designer and Educator
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https://timjacoby.com
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Hopki
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Hi Tim,
You said you will be embedding the project so I assume the images/tiles will be stored locally to the device not online.
So to reduce storage size you would only add the levels you require and not all Pano2VR could make from your images.

Using multi resolution will help with image quality.
In the example of a 500px player window size using a single res of 8,000 equirectangular (2000 cube face) image will look over sharpened when displaying without zoom.
So cramming in 2000px in to a 500px window
So setting up more than one level will show the correct resolution for the window size.
Regards,
Hopki
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TJacoby
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Using multi resolution will help with image quality.
In the example of a 500px player window size using a single res of 8,000 equirectangular (2000 cube face) image will look over sharpened when displaying without zoom.
So cramming in 2000px in to a 500px window
So setting up more than one level will show the correct resolution for the window size.
Hopki:

Thanks for this. I suspected that different resolution images were used, but I assumed this allowed speedier rendering. I didn’t think about the actual quality of the image. Apparently it’s for both reasons, correct?

Again, thanks.

Tim
Tim Jacoby: Multimedia Designer and Educator
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https://timjacoby.com
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Hopki
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Hi Tim,
Apparently it’s for both reasons, correct?
I know it's Friday night and i'm a bit slow, but you lost me!
Regards,
Hopki
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