On Nov 22, 2007 1:54 PM, Matthew Allum <[EMAIL PROTECTED]> wrote: > My initial thought is simply proto it as a standalone special YUV > texture actor and modify the sink to also use this. I dunno, but I think > with Cogl/ClutterTexture's current state its going to be quite hard to > push all the above high end functionality in with fallbacks for lower > end cards / GL ES (1.1 at least). I may of course be wrong and am of > course open to a patch :)
Make sense to me. I guess the custom actor can be then implemented in clutter-gst. I'm not so much interested in fallbacks at the moment (my gut feeling is that the fallback will be way slower than software RGB -> YUV anyways). The fallback will be handled anyways in the ClutterGstVideoSink -- if the hardware doesn't have the necessary capabilities (or if the video comes in a YUV format that's not supported by the shader implementation) the gst pipeline will do the software conversion. Will try to work on this. > Also note Pippin has been working on a general shader infrastructure for > clutter which obviously would have an effect on this. Pippin - do you > want to get this stuff up in svn/git in a branch ? I've seen a bug report in the bugzilla regarding this. I agree that the hardest part with the shader support is handling the parameter changes/animation. -- MDK -- To unsubscribe send a mail to [EMAIL PROTECTED]
