that's an endian bug, make sure you copy the texture contents
properly to the NSBitmapImageRep depending if you're running on
PPC or X86.
That explains it. I suspected that it had to do something with this.
You can also try drawing the texture you get in into a
CVOpenGLBuffer and then pass that to QC. Although there's a VRAM
copy, this might have better performances at the end.
That's what I do now. It works perfectly and has a good performance.
One more thing:
Is there a way to use the output of QCRenderer directly as a
texture ? (I don't need any mipmaps.) Right now I copy the pixels
with glReadPixels and then use gluBuild2DMipmaps to create a
texture. The performance of that is quite bad and there must be a
way to get this faster. I don't have a NSOpenGLContext to share, as
it not a Cocoa application. My program works completely off-screen.
The final image has a CGLContextObj (FxImage).
Just use the QCRenderer to render into a CVOpenGLBuffer and then
create a CVOpenGLTexture from it
________________________
Pierre-Olivier Latour
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