Yeah, I know about those things, and don't think about to pass a GLuint texture 
ID (which could be awesome, anyway), but refer to that technote, it says we 
should use a CVImageBuffer instead of CIImage: "
OpenGL rendering: create a CVOpenGLBufferRef with CVOpenGLBufferCreate(), 
attach it to an OpenGL context with CVOpenGLBufferAttach(), perform some OpenGL 
rendering in that context, then call glFlush() to terminate rendering, and 
eventually pass the CVOpenGLBufferRef to the appropriate composition's Image 
input and release it (see Core Video Referencefor more information on the 
CVOpenGLBufferRef API).
"

I just can't believe it can be faster then the  FBO way, and I guess the MSAA 
won't work also. Did not do any test to compare those methods actually, but it 
seems to nobody did.


On Jun 22, 2012, at 6:16 PM, vade wrote:

> Well, it would be really nice If you could pass OpenGL textures in any other 
> way, would it not? 
> 
> Considering that you can't create a CVOpenGLTextureRef out of thin air from 
> an existing GLuint texture ID, and that you might possibly be sophisticated 
> enough to use your own FBO's and not want to be tied into those data 
> structures (for example, wanting to leverage MSAA, etc).
> 
> The problem with testing this, is that as far as I know, you can't pass in 
> existing OpenGL Textures any other way.
> 
> Secondly, you can no longer (since 10.6, as far as I recall) actually fetch 
> CVOpenGLTextureRefs out of a QCRenderer. 
> 
> Fun.
> 
> On Jun 21, 2012, at 4:19 AM, CoGe - Tamas Nagy wrote:
> 
>> Hey,
>> 
>> I just found a Technical Note 
>> (https://developer.apple.com/library/mac/#technotes/tn2143/_index.html#//apple_ref/doc/uid/DTS10003731)
>>  which says "Do not wrap CGImageRefs, CVImageBuffers, raw pixels data or 
>> OpenGL textures into CIImages to pass them to Quartz Composer as this will 
>> lead to a performance hit."
>> 
>> This surprised me, because in my app actually I rendering to texture using 
>> FBOs and passing them with CIImage imageFromTexture method.
>> 
>> Did anybody compared the speed of the recommended way and FBO rendering 
>> actually?
>> 
>> Thanks,
>> 
>> Tamas
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