You control the port values with the class public method 
sortedPropertyPortKeys, so something like:

+ (NSArray*) sortedPropertyPortKeys
{
    return [NSArray arrayWithObjects:@"inputModelPath",
            @"inputModelLoadingQuality",
            @"inputImage",
            @"inputWireframe",
            @"inputGenerateUVs",
            @"inputUVGenMode",
            @"inputRotationX",
            @"inputRotationY",
            @"inputRotationZ",
            @"inputTranslationX",
            @"inputTranslationY",
            @"inputTranslationZ",
            @"inputScaleX",
            @"inputScaleY",
            @"inputScaleZ", 
            @"inputBlendMode", 
            @"inputDepthMode",
            @"inputNormalizeScale", nil];
}   

Default value for a port is handled in 

+ (NSDictionary*) attributesForPropertyPortWithKey:(NSString*)key

so something like:

 if([key isEqualToString:@"inputModelLoadingQuality"])
                return [NSDictionary dictionaryWithObjectsAndKeys:@"Model 
Quality", QCPortAttributeNameKey,
                [NSArray arrayWithObjects:@"Realtime Fast", @"Realtime 
Quality", @"Max Quality", nil], QCPortAttributeMenuItemsKey,
                [NSNumber numberWithUnsignedInt:2], 
QCPortAttributeMaximumValueKey,
                [NSNumber numberWithUnsignedInt:2], 
QCPortAttributeDefaultValueKey,
                [NSNumber numberWithUnsignedInt:0], 
QCPortAttributeMinimumValueKey, nil];


or


    if([key isEqualToString:@"inputRotationX"])
                return [NSDictionary dictionaryWithObjectsAndKeys:@"Rotation 
X", QCPortAttributeNameKey, [NSNumber 
numberWithDouble:0.0],QCPortAttributeDefaultValueKey, nil];


Build settings: Make sure you are compiling release, and that you have valid 
architectures in the build settings. This can be a bit nuanced with XCode 
"gotchas", but basically build release, and make sure that your target (the 
Plugin) hen you get info, has "valid architectures" for i386 and x86_64 (and 
the ppc variants if that floats your boat).



On Jan 13, 2011, at 11:35 AM, George Toledo wrote:

> I was looking at the 10.5 GL Square project , and seeing if I could add 
> inputs to control the texture UV coords successfully. All of that works fine, 
> build successful for 32 bit.
> 
> However, I have a few questions that have come from this.
> 
> 1- When I attach a video input to the plugin, and turn off composition, the 
> iSight light doesn't "go off". I'm using the GL Square's code for image port, 
> and haven't changed it in any way, so this must be what the sample does as 
> well (admittedly, I haven't tested). What do I need to do to get it to let go 
> of the video?
> 
> 2- How do I control the default value of input ports? That isn't really an 
> issue with the GLSquare project as is, since everything is fine with having a 
> 0 value. However, I realize I need to know how to set defaults, so that when 
> the patch is dragged from patch creator, some ports have non 0 values. If 
> anyone knows a good example of this in a QCplugin project, I appreciate a 
> head's up.
> 
> 3- What build settings are preferable for having it work for 64/32 bit? I 
> tried changing the settings, but was having my build fail.
> 
> 4- How do I control order of how the ports present themselves from top to 
> bottom on the plugin? Is that possible? Right now, my UV coord inputs go from 
> D1-A2 , top to bottom, but I would really like to set the order of the input 
> ports to go from A1-D2, top to bottom, if that's possible.
> 
> I know I've flung out a flurry of questions. Any insight is appreciated.
> 
> I've included the Xcode project as is, and there's a little tester qtz in 
> there as well.
> 
> -- 
> George Toledo
> [email protected]
> www.georgetoledo.com
> 
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