16bit works, but only on ATI hardware in QC (at least last time I
tested it). The intel GPUs are probably limited to 8bit anyway. Both
nvidia and ATI support 32f formats.

I work heavily with 16/32bit formats in QC without much problem. For
safety, I suggest just using 32f for any processing, and dropping back
to 16 to save if you need that (TIFF can save 32f formats, so I just
pull out the 32f pixel data and write to that directly).

You can test this easily, drop a >8bit image into the editor and
connect it to a billboard. With a 12bit RAW file, the pixel format is
listed as Internal_RGB16 for me. I've been processing them with
CI/GLSL without any issues (now and then you'll want to put your
billboards/glsl into a render in image, and set the format to 32bit or
it'll drop back to 8bit, but that's the only real issue I've had).

Chris


On 9 April 2010 03:51, vade <[email protected]> wrote:
> My understanding is that you are limited to 8bpc RGBA/BGRA, or 32bpc RGBA
> "float" image formats (also, the intensity formats as well but). I don't
> believe you can shim in your own types because the
> QCPluginOutputImageProvider protocol requires use of those specified types,
> and also, as you've ascertained, not all plugins will respect and output the
> same format image out as they processed in.
> I would suggest looking into building an Image Unit using Core Image / CIKL,
> which can handle any input type (with some small caveats and gotchas on
> certain hardware - but its generally speaking sane and 'just works' from my
> limited experience) and building your processing chain "outside" of QC - QCs
> limited support for anything other than 8bpc across the board makes working
> at higher bit depth a bit more complicated especially if you want to build
> or use custom 3rd party plugins. That plus float texture differences across
> hardware may prove to be a royal pain to manage. Core Image should keep all
> of those hardware specific GL nuances behind the scenes and the same code
> should "just work".
> Even my own for the most part output only an 8bpc input image regardless of
> the input format. I know, tsk tsk - but its not 100% clear how to even test
> for that case (determining bit depth of an input QCImage - there is no
> accessor, you can kind of do it in GL using some gets, but Im not 100% if
> thats "right").
> Good luck!
>
> On Apr 8, 2010, at 7:51 PM, Josh Imbruglia wrote:
>
> Hi list!
> I am trying to use quartz composer for image processing on 16bit per
> component images (RGB16) and was wondering if that's possible? When I use
> openGL profiler on the patch and check the texture parameters it says that
> they're loaded as an RGB8 for the internal format. The same thing happens if
> I attempt to use a floating point image. Quartz plug-ins allows me to create
> a floating point buffer to read back into but if the values in quartz are
> all down sampled to 8bit then when I read the float values out of the buffer
> they will be rounded off and incorrect. I believe this to be the case but
> could be missing something.
> I'm also wondering if it's possible to create custom property types, so
> instead of using a id<QCPlugInInputImageSource> I could use my own type
> custom image type.
> Any help would be most appreciated,
> Josh
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