Actually, here is a question, what is the Type of QCImage?

I noticed an error using my guessed at type.

In my header, if I want to create a QCImage, doing

QCImage * sourceImage;

throws an error, and QCImage does not show up in the API docs anywhere?

It works if I use NSImage, but my colleage who is a much more experienced Cocoa programmer than I is under the impression if use NSImage, it will convert it to CPU /bitmap stuff and do a type conversion.

So, in short, How do I make a QCImage properly? Sorry for the beginner questions, im half learning Cocoa while working on this, so please forgive the extra traffic, and thanks to all that have helped be on and off list.



On Feb 8, 2008, at 1:40 PM, vade wrote:

Yowza!

So I was retaining an CIImage * sourceImage on applicationDidFinishLaunching and set the sourceImage for one renderer, pass it to another, and also show it in a simple preview window which was also openGL. Id create my CIImage with emptyImage

My patch, with a render timer at 60fps would output around 20/25 fps.

Now, I have:

- (void) applicationDidFinishLaunching:(NSNotification*)aNotification

{
        <snip opengl setup and QC patch loading stuff>

sourceImage = [[QCRenderer QCImage] retain]; // I have no clue if this is correct, but it seems to work.
}

and within my renderers I simply call ofType: as you suggested, like so:

sourceImage = [v001SourceRenderer valueForOutputKey:@"SourceOutput1" ofType:@"QCImage"];

My FPS now matches exactly that of QC. If I pump up my preferred rendering speed, I can get a solid 60FPS, which I cant even get QC to do.

Changing two lines of code, to change my FPS that drastically is huge.

Thanks!


On Feb 8, 2008, at 12:47 PM, Troy Koelling wrote:

It will be better to use that opaque type than CVPixelBuffer because it will be more flexible. If the internal representation one day turns out to be a CIImage instead, then passing it as a QCImage will not make a costly conversion.


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