I would like to generate a texture very quickly from the input. This generation is certainly in the method set_texturemap and especially when Nuke uses the GPU mode to use.
I know with the software gDEBugger that Nuke uses the following methods to copy the image data in memory to the texture: glPixelStorei (GL_UNPACK_ROW_LENGTH, width) glTexImage2D (GL_TEXTURE_RECTANGLE, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_HALF_FLOAT, pointerToTheImageDataMemory) But I cannot find this pointer to the image data in memory in the NDK. Have you any idea how this texture is built and how to access this pointer? Thanks Best Regard Jacques ________________________________ De : Jonathan Egstad <[email protected]> À : Nuke plug-in development discussion <[email protected]> Envoyé le : Jeu 24 mars 2011, 23h 34min 27s Objet : Re: [Nuke-dev] about Iop::set_texturemap() function Hi Vilya, Can you expand on that feature request to include the ability to have a different postagestamp/texture source than using the default 2D engine() call? This actually cropped up during Nuke's original 3D development when I was adding initial shader support and wanted the postagestamp display of a shader node to be a shader-ball preview - much like other 3D packages. Attempts at making the engine() do this failed because the info() needed to be different for the postagestamp than for the final output causing a conflict. So we started to think about adding some dedicated calls related to postagestamp creation to the API so that an Op could customize it's stamp. A 3D node could draw a 3D preview of it's object for example. Much like the other DAG modifiers like arrow color, etc. This never went anywhere obviously, but it's always been in the back of my brain... -jonathan On Mar 24, 2011, at 11:00 AM, Vilya Harvey wrote: > Jonathan beat me to it. I can confirm that what he says is indeed still the >case: textures and postage stamps use the same code path, which is hardcoded >to >use the RGBA channels. There is no way to change this at present; sorry. > > It sounds like a good idea though, so I've added a feature request for it. > It's >#17502 in our bug tracker. > > Vil. > > > On 24/03/11 17:16, Jonathan Egstad wrote: >> Your typical GL texture methods like glGenTextures/glBindTexture() and any >>texture setup/copying calls like glPixelStore/glTexImage2D. >> >> The postagestamp system is what handles the texture creation and at the time >>Nuke left DD it was hard-coded to use RGBA - I don't know of a current way to >>change that through the DDImageAPI. >> >> -jonathan >> >> >> On Mar 23, 2011, at 9:57 AM, Xiaolong Qian wrote: >> >>> Hi, >>> >>> I'd like to know what kind of GL commands are called by >>> Iop::set_texturemap()? >>>cause I'm working with some EXR images, i am wondering if it's possible to >>>set a >>>layer ( other than rgb layers) as a gl texture ?? >>> >>> And i don't want to use Shuffle to separate layers ;) >>> >>> any response will be appreciated >>> >>> Thanks >>> >>> XL >>> _______________________________________________ >>> Nuke-dev mailing list >>> [email protected] >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev >> _______________________________________________ >> Nuke-dev mailing list >> [email protected] >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev > > > -- > Vilya Harvey > The Foundry, 6th Floor, Communications Building > 48 Leicester Square, London, WC2H 7LT, UK > Tel: +44 (0)20 7968 6828 - Fax: +44 (0)20 7930 8906 > Web: www.thefoundry.co.uk > > The Foundry Visionmongers Ltd. Registered in England and Wales No: 4642027 > > _______________________________________________ > Nuke-dev mailing list > [email protected] > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev _______________________________________________ Nuke-dev mailing list [email protected] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
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