Ok,

so I got this now (see below).

However, the line ...

[imageToUse unbindTextureRepresentationFromCGLContext:cgl_ctx textureUnit:GL_TEXTURE0];

gets me an error in the Output window of XCode:

2012-11-22 14:39:17.928 Quartz Composer[9102:303] *** OpenGL error 0x0502 (invalid operation) in function "-[QCPlugInInputImage unbindTextureRepresentationFromCGLContext:textureUnit:]"


This said, I don't understand why? I mean, this call is balanced with a call to "bindTextureRepresentationToCGLContext" in the beginning and the used textureUnit is GL_TEXTURE0?




----> my code from hereon -------->


    CGLContextObj                    cgl_ctx = [context CGLContextObj];
    GLenum                            error;


if (![imageToUse lockTextureRepresentationWithColorSpace:colorSpace forBounds:[imageToUse imageBounds]])
    {
        NSLog(@"Locking of texture failed.");
        return NO;
    }

    //
[imageToUse bindTextureRepresentationToCGLContext:cgl_ctx textureUnit:GL_TEXTURE0 normalizeCoordinates:YES];


    // scaling in opengl comes here...
    const GLuint scaledTexture;
    const GLuint myFBO;

    int width = self.inputWidthLEDWall;
    int height = self.inputHeightLEDWall;

glGenTextures(1, &scaledTexture); // make the destination scaled texture
     // TODO: set up texture dimensions via glTexImage2D

glGenFramebuffers(1, &myFBO); // make the drawing FBO to perform the scaling
     glBindFramebuffer(GL_FRAMEBUFFER_EXT, myFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, scaledTexture, 0);
     glDrawBuffer(GL_COLOR_ATTACHMENT0);

// bind source texture -- you might just use the bindTextureRep call here?
     //glBindTexture(GL_TEXTURE_2D (or rect?), GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0);

     // set up projection -- pixel-for-pixel orthographic
     glMatrixMode(GL_MODELVIEW);
     glLoadIdentity();
     glMatrixMode(GL_PROJECTION);
     glLoadIdentity();
     glOrtho(0,width,height,0,0,1);

     // draw the source to the destination
// TODO: if better-than-bilinear-scaling is desired, add a shader here to do bicubic or something
     glBegin(GL_QUADS);
     glTexCoord2f(0,0);
     glVertex2f(0,0);
     glTexCoord2f(1,0);
     glVertex2f(width,0);
     glTexCoord2f(1,1);
     glVertex2f(width,height);
     glTexCoord2f(0,1);
     glVertex2d(0, height);
     glEnd();

// done! scaledTexture now has the scaled contents using bilinear scaling in hardware
     // make sure to delete fbos and texture when done.
    GLvoid* pixelData = malloc(width * height *3);

glReadPixels(0,0,width, height, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, &pixelData);

    free(pixelData);

    glDeleteTextures(1, &scaledTexture);
    glDeleteBuffers(1, &myFBO);

[imageToUse unbindTextureRepresentationFromCGLContext:cgl_ctx textureUnit:GL_TEXTURE0];

    [imageToUse unlockTextureRepresentation];


--
Christophe Leske
multimedial.de

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