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 > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/quartzcomposer-dev/doktorp%40mac.com > > This email sent to dokt...@mac.com
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