On Wed, 2008-07-02 at 11:21 +0100, Chris Lord wrote: > I've been looking at this and have been coming to the same conclusion. > You could pack the yuv (444, 422, 420, whatever) data in an arbitrary > way into an RGBA texture and use shaders to translate to real RGBA. This > would avoid the multi-texturing, but I imagine you'd still have to munge > the data to get it into a format that's convenient to read by shader (so > probably not the memcpy, or equivalent).
Just be sure no swizzling is needed of YUV data to get it to work like this. > > A fall-back would require multi-texturing though, and I agree that this > is probably best off in the clutter-gst layer. Implementing this at the > cogl level will likely over-complicate a lot of code and restrict > expandability. > Its probably enough for now but longer term non gstreamer folks probably would like a fast set_yuv_data call.. == Matthew -- To unsubscribe send a mail to [EMAIL PROTECTED]
