If I understand quick time correctly (and I'm not sure I do!), then a
simple VDig (not compressed, not using async grabbing) will give
images to the sequence grabber via the PixMap pointer, passed in
through the call VDSetPlayThruDestination.
At which point it's supposed to copy data from it's internal frame
buffer, to this PixMap, I'm not sure. But ignoring that - how do I
go about it? (I'm new to quicktime, new to OpenGL and new to Quart/
QuickDraw - so .... Im feeling a little lost).
I've got an image, currently it can be either raw bit of data,
grabbed using:
or a bitmap structure, created from the above data, like so:
/* Make an image out of our bitmap; does a cheap vm_copy of the
bitmap */
bitmap = CGBitmapContextCreate(data, width, height, 8, byteWidth,
cSpace,
kCGImageAlphaNoneSkipFirst /* XRGB */);
CGImageRef image = CGBitmapContextCreateImage(bitmap);
QT (or the SG) has given me a PixMap structure. How do I go about
transferring data from what I have available as a source, into the
PixMap? I guess I'm looking for some 'CopyToPixMap' style function,
that I can use... and while these seem to exist (CopyBits being one)
- they don't work with both PixMaps and CGImageRefs. So I must
convert, which is understandable. I'm just a bit lost on what's the
best data format to convert to (primarily interested in speed).
Sorry if this msg appears a little off-topic (since it's not dealing
100% with quicktime APIs)
---
Neil Clayton
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