On Thu, Sep 16, 2010 at 11:37 AM, Christopher Wright <
[email protected]> wrote:

>
> There are several latent bugs in plugins that go unnoticed until something
> changes in QC (or some other plugin is added to the mix) -- that doesn't
> mean it's a QC bug  (the well-traveled GL Tools fiasco at 10.6 GM is one
> notable example).
>

The funny thing about the GL Tools thing is that, in my life, it affected me
exactly the opposite from most people. Now that alpha blend isn't part of
the plugin, tons of my compositions open incorrectly, with no prompt to the
user. It was somewhat disturbing for that function to be taken out of GL
Tools (for me).


>
> I'm glad you found a resolution, because essentially _every_ image in QC is
> a QCImageBuffer of one flavor or another (Either a QCImageTextureBuffer, or
> a QCImagePixelBuffer -- implementation details you shouldn't need to care
> about).  The only exceptions I can think of are pre-converted video (video
> input and/or QuickTime movies, which are CVPixelBuffer-backed usually),
> static images (which are CGImageRef-backed, via Image Importer), and vector
> images (PDFs, AIs, etc).  Those varieties are all baked down into Texture or
> Pixel buffers before they can be rendered on screen (exception:  Billboard
> with Native Core Image Rendering enabled will use a CIImage, but even that
> will have CI GLTexture-ize the image before display) or processed via
> anything.  Because of that, saying "image output as a QCImageBuffer" is
> basically the same as saying "image output", and there are plenty of patches
> that do that just fine :)
>
>
I was suspecting that if a plugin provides an image out, that it HAS to be a
QCImageBuffer.

So, I'm not sure what exactly was causing the bug in the final analysis, but
I'm really happy that the new v002 rectifies it, and on top of that... this
may be placebo, but actual color/image quality seems to look slightly
"better", particularly with the GPU Optical Flow. So, kudos to v002 once
again. (Weird side-note - the old dilate and erode plugins, that *haven't* been
updated for SL still work fine for whatever reason).

I'm sure this is a blazingly rudimentary question, but how does one know
when it is appropriate to use an ImageBuffer vs. TextureBuffer, or other? If
there are docs about this, and differences between the two @ ADC, I just
don't know where. To give a solid example, if I was to want to implement an
SVG renderer, where would I look for documentation as a starting point to
understand what type of image buffer should be used?

Thanks!

--
> Christopher Wright
> [email protected]
>
>
>
>


-- 
George Toledo
[email protected]
www.georgetoledo.com

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