Well, it would be really nice If you could pass OpenGL textures in any other 
way, would it not? 

Considering that you can't create a CVOpenGLTextureRef out of thin air from an 
existing GLuint texture ID, and that you might possibly be sophisticated enough 
to use your own FBO's and not want to be tied into those data structures (for 
example, wanting to leverage MSAA, etc).

The problem with testing this, is that as far as I know, you can't pass in 
existing OpenGL Textures any other way.

Secondly, you can no longer (since 10.6, as far as I recall) actually fetch 
CVOpenGLTextureRefs out of a QCRenderer. 

Fun.

On Jun 21, 2012, at 4:19 AM, CoGe - Tamas Nagy wrote:

> Hey,
> 
> I just found a Technical Note 
> (https://developer.apple.com/library/mac/#technotes/tn2143/_index.html#//apple_ref/doc/uid/DTS10003731)
>  which says "Do not wrap CGImageRefs, CVImageBuffers, raw pixels data or 
> OpenGL textures into CIImages to pass them to Quartz Composer as this will 
> lead to a performance hit."
> 
> This surprised me, because in my app actually I rendering to texture using 
> FBOs and passing them with CIImage imageFromTexture method.
> 
> Did anybody compared the speed of the recommended way and FBO rendering 
> actually?
> 
> Thanks,
> 
> Tamas
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