Thank you. You are totally right about Core image and GLSL not being panacea, and I will admit my core OpenGL API knowledge is more than lacking.

However, the issue is that I need a cropped image, since I am sending this image/texturing input to something more like a Billboard. Replacing the Sprite with a Billboard in your patch does render the same output. The Billboard shows the full image.

Essentially, I think for my purposes I need to have a new texture, a subtexture, which is unique and independent due to the fact that I am using something more akin to a billboard than a sprite renderer (I am using highly modified GLHeighfield plugin as my rendering destination).

Now perhaps this means I can internally treat my texture/QC image input like a the Sprite does and use the texturematrix (glTexcoord, correct?) as the image extents. Looking into this, it seems 10.5 has a API for textureMatrix:

so I should be able to do:

[myImage bindTextureRepresentationToCGLContext:cgl_ctx textureUnit:GL_TEXTURE0 normalizeCoordinates:YES];

glTexcoord4f([myImage textureMatrix]);

glBlahBlah;

should should basically work as a Sprite, no? Time to try it out. My only concern is that my plugin will now be processing a 5000x5000 texture internally, rather than just my cropped duplicate standalone image. I will mediate on this and report back.

Thanks again.

P.S. Shotguns are fun though!


On Jan 4, 2008, at 4:35 AM, Michael Kwasnicki wrote:

You are all trying to kill a mosquito with a shotgun.
GLSL or CoreImage is not ment to be the used for everything.
Some basic OpenGL skills would teach you what can be done without those.
I've attached an example.
The only thing is that I'm not sure what is done with images larger than the graphics card supports (for most it means 4096x4096). If you can get into software rendering then you can use images up to 16384x16384.

I hope this helps at least a bit.

-Michael

<ScrollThrougLargeImages.qtz>
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