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Slightly OT (Rant: Problems with CIImageAccumulator and friends)
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Slightly OT (Rant: Problems with CIImageAccumulator and friends)


  • Subject: Slightly OT (Rant: Problems with CIImageAccumulator and friends)
  • From: Erik Buck <email@hidden>
  • Date: Tue, 23 Aug 2005 21:56:25 -0400

Let me start by saying that I am by most standards an OpenGL expert.
I am a graphics expert in general.
I am a Cocoa expert.

So why do I find it so painful to use CIImageAccumulator and friends in Cocoa OpenGL graphics applications?

I am quite exasperated. I have been trying to use Apple's new technologies for months without feeling like I have a handle on them. I have been resisting scrapping the whole lot and writing my own replacements by telling myself not to fall victim to "not invented here" syndrome. However, I have to think that if I can not get productive with this technology then probably very few people can. Yes I am conceited in this regard:)

Why must I jump through so many hoops creating so many GL Contexts and assigning them to so many CI and CV and CG objects just to be able to use an image created with CI as a texture with arbitrary GL geometry/meshes ?

Why isn't there a -bindAsTexture member function in CIImageAccumulator? CIImageAccumulator already has an extent and a pixel format and a CIImage. Why can't it take care of rendering the
CIImage to an appropriate NSOpenGLPixelBuffer and giving it to NSOpenGLContext's setTextureImageToPixelBuffer:colorBuffer: ? CIImageAccumulator could even remember the GL texture ID/name and reuse it the next time I call -bindAsTexture.


It takes me more than 100 lines of code to do all of this and I have to do it every time I want to use a texture created from a CIImageAccumulator! This has got to be the most common operation and it takes this much code... What am I missing ?

Where is the top level explanation of how CI and CV and CG and QC and QT all inter-relate and which is built on top of which ?




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