site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com Dkim-signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=gamma; h=mime-version:date:message-id:subject:from:to:content-type; bh=8uF/WP6WNKacJ7IqdQwFiYfvIIiKnPN875UDidpELI8=; b=u0W4HfdInfoJNL7rCNDzpmML9U864fDJVpYCBXM7jRG7UZZwir2h9vU+wKV/VKqgFl DUsjWorK8Dbx5/dhcbEQoAcURVUFJFZsWBKe5e8SL5PvREbbTaCTt4lB6xXJTpWDEU+D GhqplZiyyVdbBy/Tvf3V+vM3QOYsik288C3eo= Hi List, Unless I am missing something, it looks like FCP 10.0.1 is still passing truncated 8 bit textures when rendering on hardware. During previewing a call to glGetTexLevelParameteriv([inputTexture target], 0, GL_TEXTURE_INTERNAL_FORMAT, (void *) &format); show that the internal format for the inputTexture is GL_RGBA32F_ARB as expected. However during rendering (i.e. export) the same call shows that the internal format if the inputTexture is now GL_RGBA8_EXT (8 bit RGBA) whereas [inputTexture depth] is reported to be 32 and renderInfo.depth == kFxDepth_FLOAT32 Obviously the choice of texture formatting during rendering/export is incorrect and causes all sorts of truncation issues. A bug # 9772463 was filed on this for 10.0.0 on Jul 13. Please, please fix this or provide a workaround if such exists. Regards, Michael Jonsson _______________________________________________ Do not post admin requests to the list. They will be ignored. Pro-apps-dev mailing list (Pro-apps-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/pro-apps-dev/site_archiver%40lists.ap... This email sent to site_archiver@lists.apple.com