If the plugin is able to do its work on a GL texture then using lockTextureRep... and a texture provider will be much faster.
If you absolutely need access to the pixel data in memory, one faster approach is to use a texture and then do an asynchronous readback to an FBO, though generally this a) introduces one frame of lag and b) is a bit of extra coding. Keeping the whole workflow in OpenGL is definitely the fastest way to do just about anything. On 23 Feb 2010, at 14:34, Jens Uwe Michael Lange wrote: > Hello, > > currently I am writing a Custom QuartzComposer PlugIn that needs to read and > write > image data as fast as possible. > > Starting from an example, I 've started to get my image data as follows: > > [self.inputImage > lockBufferRepresentationWithPixelFormat:QCPlugInPixelFormatRGBAf > colorSpace:[self.inputImage imageColorSpace] > forBounds:[self.inputImage imageBounds]]; > > then I am operating on the buffer writing the data on a seperate output > buffer from whom I generate a output provider > by > > provider = [[context > outputImageProviderFromBufferWithPixelFormat:QCPlugInPixelFormatRGBAf > > pixelsWide:width > > pixelsHigh:height > > baseAddress:outputBuffer > > bytesPerRow:[self.inputImage > bufferBytesPerRow] > > releaseCallback:_BufferReleaseCallback > > releaseContext:NULL > > colorSpace:[context colorSpace] > > shouldColorMatch:YES] retain]; > > Now I am wondering, if this a efficient way, or if there are better ways to > do it. > > Thanks for your help in advance, > > JUM > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > http://lists.apple.com/mailman/options/quartzcomposer-dev/bangnoise%40gmail.com > > This email sent to [email protected]
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