The .qtz :
An "Core Image filter" patch + an "Image crop patch" + an "sprite"
patch.
The code :
kernel vec4 foo()
{
vec4 p;
p.a=1.0;
p.rgb=vec3(.1); // 10%
return p;
}
On 10.5.7 :
With "colorimetre numerique" in french (perhaps "numerical
colorimeter" in english) :
Color mesured ("RGB as percentage") :
R=G=B= 10.2 : ok
On 10.6.2 :
(bug 1) R=G=B= 34.9 : VERY BAD !!!!! this is not 10% of R, G and B
What happens ???
More incomprehensible :
On 10.5.7 with the code (code 2):
kernel vec4 foo()
{
vec2 m;
vec4 p;
float c;
m= destCoord();
c=m.x; //coordinate x
p.a=1.0;
p.rgb=vec3(.1);
p.rgb= (c>128.0) ? vec3(.1) : vec3(.99);
return p;
}
why is color uniform ? why does p.rgb use the value vec3(.1) ? and not
the second value ??? (bug2)
Why does I use this (on 10.5.7) :
kernel vec4 foo()
{
vec2 m;
vec4 p;
float c;
m= destCoord();
c=m.x; //coordinate x
p.a=1.0;
//p.rgb=vec3(.1);
p.rgb= (c>128.0) ? vec3(.1) : vec3(.99);
return p;
}
And why with this code, the right color is R=G=B = 27.8 % and not 10
% ???????? (bug3)
On 10.6.2, there is not the bug 2, but the color at the right side is
too false : R=G=B = 34.9 %
Perhaps, there is difference because gamma and color calibration are
not the same (this can explain 34.9% and 27.8% ...) but this can not
explain the gap between 10% and 30%.
The bug 2 (on 10.5) is absolutly scandalous, unless I don't not
understand this... (en français : le bug 2 est absolument scandaleux,
à moins que je n'ai pas tout compris...)
Thanks for your help : How can I have the color at left side at 99%
and at right side at 10% ?
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