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 >>>> _______________________________________________ >>>> 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 >>> >>> _______________________________________________ >>> 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/info%40cogevj.hu >>> >>> This email sent to i...@cogevj.hu >> > > _______________________________________________ > 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/info%40cogevj.hu > > This email sent to i...@cogevj.hu Tamas Nagy ----------------- CoGe VJ Software http://cogevj.hu i...@cogevj.hu
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