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 -- To unsubscribe send a mail to [EMAIL PROTECTED]
