Automatic generation of a shading image, Non-volatile memory operations, Chapter – ALLIED Vision Technologies Pike F-1600 User Manual
Page 342: Ee also chapter, Reading or writing shading image from/into, The camera

Configuration of the camera
PIKE Technical Manual V5.1.2
342
Reading or writing shading image from/into the camera
Accessing the shading image inside the camera is done through the
GPDATA_BUFFER. Because the size of the GPDATA_BUFFER is smaller than a
whole shading image the data must be written in multiple steps.
To read or write a shading image:
1.
Query the limits and ranges by reading SHDG_INFO and GPDATA_INFO.
2.
Set EnableMemWR or EnableMemRD to true (1).
3.
Set AddrOffset to 0.
4.
Write n shading data bytes to GPDATA_BUFFER (n might be lower than the
size of the GPDATA_BUFFER; AddrOffset is automatically adjusted inside
the camera).
5.
Repeat step 4 until all data is written into the camera.
6.
Set EnableMemWR and EnableMemRD to false.
Automatic generation of a shading image
Shading image data may also be generated by the camera. To use this feature
make sure all settings affecting an image are set properly. The camera uses the
current active resolution to generate the shading image.
To generate a shading image:
1.
Set GrabCount to the number of the images to be averaged before the cor-
rection factors are calculated.
2.
Set BuildImage to true.
3.
Poll the SHDG_CTRL register until the Busy and BuildImage flags are
reset automatically.
The maximum value of GrabCount depends on the camera type and the number
of available image buffers. GrabCount is automatically adjusted to a power of
two.
Do not poll the SHDG_CTRL register too often, while automatic generation is in
progress. Each poll delays the process of generating the shading image. An
optimal poll interval time is 500 ms.
Non-volatile memory operations
Pike cameras support storing shading image data into non-volatile memory.
Once a shading image is stored it is automatically reloaded on each camera
reset.
MaxMemChannel indicates the number of so-called memory channels/slots
available for storing shading images.
To store a shading image into non-volatile memory:
1.
Set MemoryChannel to the desired memory channel and
MemoryChannelSave to true (1).
2.
Read MemoryChannelError to check for errors.