It's probably the QC glsl patch, I've not tested it outside QC. Render
in image consistently crashes it, so does anything other than the
handful of patches that output GenericRGB (flame and plasma are the
only ones that come to mind).

Re. using a plugin - it's probably not going to be possible. I'm
aiming for 64kb total file size, including the application, the QC
composition and music, with no external data, so it's rather tight
already. Publishing a processed image output and publishing the image
input to the glsl shader, and removing the colorspace data in the main
app seems to be the most promising avenue at the moment, but I've not
looked into it much so far.

Of course, an actual fix for the bug would be the perfect outcome, how
long do these things usually take to get fixed?

Chris

2008/4/24 vade <[EMAIL PROTECTED]>:
> Hrm, im not so certain, unless you are referring to a bug within the QC GLSL
> patch itself, and not globally for GLSL, as the video input patch I am using
> to feed my QC plugin uses the YUV601 colorspace, and things are working fine
> from the plugin side of things. (although there *are* issues globally with
> vertex samplers, as reported on the GL list, which ive seem to have run in
> to).
>
>  You could probably test this by using an animated 'render in image' patch,
> which should have different colorspace than a QT/Video playback device, ill
> let you know what I come up with.
>
>  Would you be able to do your project with a custom QC plugin rather than
> the GLSL patch? It might be a bit more work, but it should let you use VDM.
>
>
>
>
>
>
>  On Apr 24, 2008, at 3:38 AM, Chris Wood wrote:
>
>
> > I looked into this a while back in some depth, and it looks to actually be
> colorspace related. I found that anything with GenericRGB works fine with a
> displacement shader, but anything else device specific or with LinearRGB
> would crash QC. I've filed a bug for it under 5829909.
> >
> > Seeing as I'm working on a project that requires displacement mapping,
> I've been thinking about ways around the bug. Am I right in thinking that
> with different colorspaces, the base texture data is essentially the same
> but the way it's treated differs depending on the colorspace information?
> And if so, how would I go about changing the colorspace back to GenericRGB
> in a cocoa app without too much of a penalty hit?
> >
> > Chris
> >
> > On 24 Apr 2008, at 07:10, vade wrote:
> >
> >
> > > Hi. Ive taken another look at this issue, and have successfully run this
> vertex shader (a variant thereof) within a QC plugin I am developing.
> > >
> > > The shader within the plugin works as expected with both video and image
> sources, however it does not work within the GLSL patch object with video
> sources (from the video input of QT playback patches, only the image loader
> patch works as expected).
> > >
> > > So something in the GLSL patch object is not happy wrt texturing,
> whereas the GLSL shader within a QCPlugin seems to work just fine...
> > >
> > > ill make a simple plugin and shader case and file a radar sometime soon.
> > >
> > > On Nov 5, 2007, at 6:14 PM, Pierre-Olivier Latour wrote:
> > >
> > >
> > > > I looked into this composition and it seems indeed that some types of
> images do not work correctly when textured from inside a vertex program,
> although they work fine inside the fragment program (at least on my X1600).
> > > >
> > > > This looks like a potential GLSL issue, so I cannot think of any
> workaround.
> > > >
> > > >
> > > > >
> > > > > <Vertex_Displace_Test_04-11-07.qtz>
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > > > ________________________________
> > > > Pierre-Olivier Latour - [EMAIL PROTECTED]
> > > > Technologist - Apple, Inc.
> > > >
> > > >
> > > >
> > > >
> > >
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>
>
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