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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