Hi Vade, did you ever sort out this issue - I have run into what may
be a similar thing.
I have some quartz drawing happening in a QCPlugin (official API) and
wish to pass in an QCPlugInInputImageSource to my quartz drawing
function - which requires a CIImage...
I am thinking I need to create a 'buffer representation' and make that
act as a data provider for a CIImage
to use with something like:
provideImageData:bytesPerRow:origin::size::userInfo:
Supplies data to a CIImage object.
<http://developer.apple.com/documentation/GraphicsImaging/Reference/QuartzCoreFramework/Protocols/CIImageProvider_Protocol/CIImageProvider_Protocol.pdf
>
Following the HistogramOperation Example - the plugin seems to have an
internal class (HistogramImageProvider) that creates an image
buffer... details here:
<http://developer.apple.com/documentation/GraphicsImaging/Conceptual/QuartzComposer_Patch_PlugIn_ProgGuide/qc_image_proc/chapter_4_section_4.html#//apple_ref/doc/uid/TP40004787-CH7-SW2
>
Could that be converted to a CIImage - or is there an easier way to
get the QCPlugInInputImageSource to play nice with Quartz Drawing?
Regards, Ian
*******************************
Ian Grant
Senior Lecturer in Digital Art
Faculty of the Arts
Thames Valley University
Ealing, UK
W5 5DX
<[EMAIL PROTECTED]>
*******************************
On 8 Apr 2008, at 00:19, vade wrote:
Hello.
I have a particular situation which I have tried to solve with a
GLSL shader that unmasks and unfortunate side effect (the loss of
line strip antialiasing - which I really would like), thus I am
attempting a workaround (of a workaround).
I would like to be able to embed some Core Image processing *within*
a plugin. I know, I know, why not put it externally as an input to
the QCPlugin, and my answer would be that I want to have as much
functionality embedded within the plugin itself, for completeness
sake and so users have the 'proper' experience.
However, I cannot seem to find a way to 'get at' the
QCPluginInputImageSource Image, as it is opaque.
Is it possible to init a CIImage from such an input and pass it to
functions such as lockTextureRepresentationWithColorSpace or
bindTextureRepresentationToCGLContext ?
Curious.
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