Le 2012-01-25 06:08, Herman Robak a écrit :
På Tue, 24 Jan 2012 15:21:37 +0100, skrev felix
<[email protected]>:
Hi all
Thanks for the comments, this is a very interesting discussion. In the
mean time I've make some modification to the blur plugin so that if your
color model is YUV, it coverts YVU to RBG before running the blur engine
and then convert RGB to YUV the output frame. I used the YUV plugin as a
basis for the conversion algorithm because YUV does the conversion
(start at line 320 of yuv.C, conversion is performed by the functions in
plugincolors in plugins/colors).
This introduces a dilemma: You are removing functionality in favour of
consistency. What about the users (*raising my hand*) who do prefer to
soften the chroma and the luma separately?
Besides, according to Monty, Cinelerra already performs more colour
conversions than it ought to, under the hood.
The OpenGL plugin engine attempts to aggregate effects; treating a
chain of effects as one combined effect. I think the same could be
done with colour formats, avoiding a few noisy conversions.
This is no longer low hanging fruit, I know ...
As of now I still have issues with the float RGBA color space,but I
hope that I'll be able to fix this.
There are two issues that I know of:
* Wrong handling of the alpha channel
(missing or wrong scaling from the 8-bit int
to the 0.0-1.0 float range)
* Some special-casing in the display pipeline
going wrong. (Only pass-through works for video,
transformed video comes out black)
I was also wandering how I can share this plugin modification so that it
can be commented/further modified.
If the diff is no more than a few hundred lines long, you may attach it
to a post to this mailing list. Otherwise, we have both a bug tracker
and a Git "mob" repository where patches can be submitted.
Well, my modification to the blur plugin does not remove any
functionality because I added three check marks, Y, U, V, to the gui so
that if you have a YUV color space you can blur each of the YUV channel
like in the original plugins, using the same effects and calculations.
the difference is that you can blur the RGB channels and if you are in a
RGB color space you can blur the YUV channel. If you blur the same
channels as your color model there is no lossy color conversion, however
if you blur a channel from an other color space that the one of your
project or both (R and Y for instance), then there are lossy color
conversion.
With regard to the plugin surported in OpenGL, it seams that not all
plugins include an OpenGl routine. is there a list of the plugin that
support OpenGL (or could that be added to the name of the plugin, like a
*) such that when your editing y can position the effects that support
OpenGL together?
Felix-A.
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