However, I am using 101a vers. and it seems the scripts have not yet been polished.
int vid_get_viewport_width(){ // viewport width table for each image size // 0 = 4:3, 1 = 16:9, 2 = 3:2, 3 = 1:1 static long vp_w[4] = { 360, 360, 360, 360 }; return vp_w[shooting_get_prop(PROPCASE_ASPECT_RATIO)];}long vid_get_viewport_height(){ // viewport height table for each image size // 0 = 4:3, 1 = 16:9, 2 = 3:2, 3 = 1:1 static long vp_h[4] = { 240, 240, 240, 240 }; return vp_h[shooting_get_prop(PROPCASE_ASPECT_RATIO)];}int vid_get_viewport_xoffset() { // viewport width offset table for each image size // 0 = 4:3, 1 = 16:9, 2 = 3:2, 3 = 1:1 static long vp_w[4] = { 0, 0, 0, 0 }; // should all be even values for edge overlay return vp_w[shooting_get_prop(PROPCASE_ASPECT_RATIO)];}int vid_get_viewport_yoffset() { // viewport height offset table for each image size // 0 = 4:3, 1 = 16:9, 2 = 3:2, 3 = 1:1 static long vp_h[4] = { 0, 0, 0, 0 }; return vp_h[shooting_get_prop(PROPCASE_ASPECT_RATIO)];}
It seems like this may be a fairly low use port.
Any reason this build doesn't support remote shooting? Is this typically a hardware limitation or can I dig into the code to enable it?
Any reason this build doesn't support remote shooting?
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