Big issue with color channels has been fixed. Trying to avoid GL_EXT_gpu_shader4 dependency by using GL_RG and GL_UNSIGNED_BYTE for loading pdp frame. Texture sampling normalization seems to make this impossible as far... How can I make OpenGL map [0, 255] exactly to [0.0, 1.0]? Tried other texture format options but most other options stress the CPU too much.
On Tue, Feb 21, 2012 at 9:53 AM, Gert De Roost <palea...@gmail.com> wrote: > Greetings, > > After several days of programming work I can now present this first > version of a new external for pdp that hosts FreeFrameGL1.5 plugins. > My first project using C++... slow learning! > > The external does conversion from YUV to RGB and back using fragment > shaders. The real bottleneck is the glReadPixels call that copies texture > information back to main memory. I managed to implement it using > asynchronous pixel buffer DMA, so it doesnt block. Disadvantage is one > must wait for the transfer to end (anyone know how I can check for this?) > so I wait for the next frame to arrive before writing out the current frame > to pdp, so input 1 frame, it outputs only when you input another... > > Little testing has been done, and to my understanding there are not many > FFGL plugins available (please proof me wrong here), still if anyone could > give the external a spin that would be nice. A test file is provided. > > The external needs you to have the GL_EXT_gpu_shader4 extension available > on your OpenGL system, like I can run it on nVidia here but not on Intel. > Any feedback on IF it works at all would be great. > > > Get the first tarball at: http://www.ewocprojects.be/pdp_ffgl.html > > > Also the visually inclined might check my Pd video mixer EWOCvj at > http://www.ewocprojects.be > > Also I have some code that does video wiping for pdp, check this on the Pd > forum. >
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