Hi all,

I need a little push in the right direction on starting a custom plug in that uses quartz drawing - I've got the parameterized drawing happening nicely in a separate cocoa application (see image) but need to understand how an internal routine needs to be organised to provide an image to either (a) an image output port or (b) to render directly in a consumer patch. I'd like to do both as a learning exercise.

<<inline: rounded corners.png>>




I've read and re-read the docs, cramming with the red book, and the new "Open-GL programming for mac os X" but the NSImage -> NSBitmapImageRep -> texture routines in the latter probably don't apply due to all the convenience methods and context of the QC plugin.

I've also been through the 'histogram operation', 'the rotating square' and the 'GLImage' example code.

I think I need to create an image buffer (cpu) from the quartz drawing
or find a way to create a gl texture (gpu) from the drawing output.

I note that the GLImage code uses a frame buffer object and an 'internal class' to represent images. I can understand where the gl code produces the gradient image but as yet haven't found a way to substitute my drawing image output for the gl textures.

None of the QC plug-in examples use (or convert) from the image types I know how to provide from my drawing code. They either come from <QCPlugInInputImageSource> or are generated by GL code - not provided from cocoa, CI or other bitmap image types.

Any hints for a good way to do this, overviews, sample code or descriptions would be gratefully received. I am learning a lot, I sort of get it, but feel a little stuck.

Kind regards,

Ian


*******************************
Ian Grant
Senior Lecturer in Digital Art
Faculty of the Arts
Thames Valley University
Ealing, UK
W5 5DX
<[EMAIL PROTECTED]>
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