The "burnt" appearance of scene-linear encoded image data may be that
textures drawn using GL calls in  drawHandles does not have the viewer
process applied.

It may be possible to apply a toSRGB() the the image data before binding it
to the texmap. There's almost certainly a faster pure OpenGL way to apply
an sRGB encoding to incoming linear data.

On Wed, Nov 4, 2015 at 9:25 AM, Nils Plath <pl...@imcube.de> wrote:

> Hi Lucy,
>
> Thank you for your fast reply and for your suggested solution! That's what
> I had in mind.
>
> In the mean time I managed to test another way, which I mentioned in my
> first mail and which (kind
> of) works:
>
> Op::draw_handle(), which I believe lives in the UI thread, is called on
> each iteration of
> Executable, so drawing handles works as expected. Inside that function I
> request and fetch data from
> an input op and upload it as a texture using standard OpenGL calls. This
> image is then displayed as
> a GL_QUAD during the render pass for solid/opaque objects and is rendered
> over the actual image. So
> it is possible to display results from the Executable that way.
>
> Now comes the "kind of works": unless the Read node uses linear color
> space, the image on the quad
> will look burnt. I'm not sure how to fix that, tough.
>
> Maybe the above approach is this violating a bunch of Nuke design rules
> that I am simply not aware
> of, maybe it isn't. Nevertheless, I thought this could be an alternative
> approach. I can provide the
> code snippet if someone is interested.
>
> Anyway, thanks again, Lucy, for your help!
>
>
> Sincerely,
> Nils
>
> --
> Nils Plath
> Researcher
> imcube labs GmbH
>
> Helmholtzstraße 2-9
> D-10587 Berlin
>
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-- 
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*Blake G. Sloan* Pipeline|Software|Color *Digital Domain*

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