You have no control over how the target consumer patch is going to handle 
rendering, or if it is going to override any GL state on texture unit 0, or for 
that Gluint texture ID. Just because you set an image to have a particular 
parameter does not mean downstream consumers cant change those values, or that 
intermediate image processing patches, be it GLSL or Core Image Units wont 
change the associated parameter, on the original or on its new resulting output 
texture.

Why not just tile where you need to tile, while rendering

Are you rendering something in this patch (ie, consumer, writing vertex data to 
the GL Scene), or are you just tagging metadata on an input image and sending 
it back out and on its way?

The internal QC image pipeline is probably going to change, as the runtime 
version is now 4.5 (and will most likely change in subtle ways in 5.0, etc). 
This is the whole reason the internal state mechanisms of QC are meant to be 
internal, so bugs can be fixed and isolated from 3rd party developers. Perhaps 
you relied on a bug, or unsupported behavior in 4.0, and now 4.5 has fixed 
internal bugs, resulting in different behavior? I dont know, and, strictly 
speaking neither *should* you, because this is internal to the QC runtime, and 
not for your eyes.

How about explaining what you are trying to accomplish? Of course, I know, 
there are still things 3rd party plugins using vanilla API can't accomplish. 
That sucks, but it is stable, and does work as intended (except, you know, that 
whole port ordering issue, the execution time parameter bug and, well some 
other stuff, har).

;)

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