Re: Reading temporal textures in FCP
site_archiver@lists.apple.com Delivered-To: Pro-apps-dev@lists.apple.com And if you do that, be sure you don't keep too many around, as it can seriously affect the performance of the rest of the app. (More so in Motion than FCP since it's more heavily GPU based.) VRAM is not that big when you've got lots of uncompressed HD frames laying around. Darrin On Dec 1, 2010, at 9:04 AM, Paul Schneider wrote:
Hi Eberhard,
It's possible that we will re-use textures after -renderOutput. Do the textures have the frames you expect when you retrieve them? If so, you may need to do a vram-to-vram copy to keep your own copies alive across calls to -renderOutput.
On Dec 1, 2010, at 5:40 AM, Eberhard Ammelt wrote:
Hello Darrin,
the problem seems to be related to caching of textures. The plugin uses a contiguous range of texture frames and keeps the recently used ones retained so mostly only one frame needs to be read from the timeline per "renderOutput:" call. Is it wrong to retain textures beyond the scope of "renderOutput:"?
Eberhard
Eberhard, That's something that should work correctly. My only guess would be either to make sure you're actually sending different time values (within the valid range for the clip) for each frame. If that's happening correctly, it could be a bug in FCP (though I'd think someone would have run into this sooner if it were).
Darrin
On Nov 19, 2010, at 6:08 AM, Eberhard Ammelt wrote:
Hello,
I'm trying to read a contiguous range of textures from the timeline in FCP (7.0.2) using "getInputTexture:". All the returned textures seem to contain just the current image though the texture ids are different. Am I missing anything?
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