Right, my reading is that it essentially wants you to render into a 
CVOpenGLBuffer, which if memory serves, is not FBO based, but uses a 
CGLPixelBuffer Object, which requires a context switch (thus the attach) and is 
slower, and in the OpenGL programming guide Apple provides, specifically 
mentions not to use them:

Important Pixel buffers are deprecated starting with Mac OS X v10.7 and are not 
supported by the OpenGL 3.2 Core profile; use framebuffer objects instead.
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html

I've filed a bug / feature request for passing in a GLUint texture ID as a 
valid input image type. No response. Highly suggest you do the same!

:)



On Jun 22, 2012, at 12:31 PM, CoGe - Tamas Nagy wrote:

> 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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