Hi;

On Thu, 2007-11-22 at 15:11 +0200, Michael Dominic K. wrote:
> 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.
> 

Cool, rocking.

> > 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.
> 

Yep :/ Any thoughts on how this could be implemented greatly
appreciated.

Many thanks;

  == Matthew

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