Yep, thats why I not understand how a PixelBuffer could be faster then the FBO 
way. 

BTW, since the recommended way is deprecated in 10.7, its a kind of funny story 
:) 

Feature request filled at Bug ID# 11733395

Thanks!

Tamas

On Jun 22, 2012, at 6:39 PM, vade wrote:

> Right, my reading is that it essentially wants you to render into a 
> CVOpenGLBuffer, which if memory serves, is not FBO based, but uses a 
> CGLPixelBuffer Object, which requires a context switch (thus the attach) and 
> is slower, and in the OpenGL programming guide Apple provides, specifically 
> mentions not to use them:
> 
> Important Pixel buffers are deprecated starting with Mac OS X v10.7 and are 
> not supported by the OpenGL 3.2 Core profile; use framebuffer objects instead.
> http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
> 
> I've filed a bug / feature request for passing in a GLUint texture ID as a 
> valid input image type. No response. Highly suggest you do the same!
> 
> :)
> 
> 
> 
> On Jun 22, 2012, at 12:31 PM, CoGe - Tamas Nagy wrote:
> 
>> Yeah, I know about those things, and don't think about to pass a GLuint 
>> texture ID (which could be awesome, anyway), but refer to that technote, it 
>> says we should use a CVImageBuffer instead of CIImage: "
>> OpenGL rendering: create a CVOpenGLBufferRef with CVOpenGLBufferCreate(), 
>> attach it to an OpenGL context with CVOpenGLBufferAttach(), perform some 
>> OpenGL rendering in that context, then call glFlush() to terminate 
>> rendering, and eventually pass the CVOpenGLBufferRef to the appropriate 
>> composition's Image input and release it (see Core Video Referencefor more 
>> information on the CVOpenGLBufferRef API).
>> "
>> 
>> I just can't believe it can be faster then the  FBO way, and I guess the 
>> MSAA won't work also. Did not do any test to compare those methods actually, 
>> but it seems to nobody did.
>> 
>> 
>> On Jun 22, 2012, at 6:16 PM, vade wrote:
>> 
>>> 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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> 
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Tamas Nagy
-----------------
CoGe VJ Software
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