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Re: FxTexture Motion 2 & 3
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Re: FxTexture Motion 2 & 3


  • Subject: Re: FxTexture Motion 2 & 3
  • From: Christoph Vonrhein <email@hidden>
  • Date: Mon, 2 Jul 2007 18:53:49 -0700

Hi Dave,

I thought/hoped that the -initWithInfo method created a new texture instead of just referencing to the old one. Because I am very familiar with PBuffers, I don't really want to use them for the current project. In the worst case scenario I would need to create up to 400 PBuffers.

My plugin already knows what version of host application it runs under, so it is easy for me to leave that special function away.

But I still have one question:

Is is safe to use the function "version = [hostCaps hostVersionNumber];" ? The header file says that this function should not be called from a plugin. Does it mean that I will experience some issues when I do it anyway ?


Cheers from Las Vegas
Christoph




On Jul 1, 2007, at 11:30 PM, Dave Howell wrote:

Hi Christoph,

I've never actually tried retrieving more than one image well in the same render, from the same image well, so I've never run into this. But it sounds like you've discovered a Motion 2 bug that was fixed in Motion 3.

Your workaround is on the right track, but I believe you'll actually have to copy the GL texture, not just the FxTexture object. In the code you tried (to get texture2[j]), you're not actually making a new GL texture, just a new FxTexture that has the same GL texture (with ID 2). You'll need to create a new PBuffer, draw the texture into that, and then use that as your texture[j]. Since PBuffer creation is expensive, you should keep the PBuffer around between renders.

I'm sure one of the Motion engineers will correct me if any of this is way off base.

Cheers!
Dave

On Jul 1, 2007, at 10:09 PM, Christoph Vonrhein wrote:

Hello,

here is my current problem. I have a FxTexture I get from an image well:

for ( int j=1; j<=10; j++ ) {
[getAPI   getTexture: &texture[j]
layerOffsetX: &imageOffset.x
layerOffsetY: &imageOffset.y
requestInfo: iInfo
fromParm: clip_ParamID
  atTime: renderInfo.frame + j];
}

The texture is a short clip with, lets lay, 10 frames. So I want to put all the frames into an array: texture[j]
This works perfectly with Motion 3 and I can access and see the 10 frames and they all have a different textureID.

When the same plugin runs with Motion 2, the array ends up with the same texture for all array entries (the textureID is always "2"). So when I read the 10 frames, all entries in the array will be exactly the same and I wont be able to access the first 9 frames, because each call of the -getTexture method overwrites the last read frame. I will always see the last read frame, no matter in which order I read the 10 frames.

Is this normal for Motion 2 ? What can I do to to avoid this?

------

So I thought to copy the frames one by one to another array while I read them from the image well with something like this:

Header:

FxTexture *texture2[10];

Code:

texture2[j] = [[FxTexture alloc] autorelease];
[texture2[j] initWithInfo: [texture[j] imageInfo] andTextureId: [texture[j] textureId]];

But... somehow this does not work... Any clues ?

best regards
Christoph Vonrhein


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  • Follow-Ups:
    • Re: FxTexture Motion 2 & 3
      • From: Paul Schneider <email@hidden>
    • Re: FxTexture Motion 2 & 3
      • From: Dave Howell <email@hidden>
References: 
 >FxTexture Motion 2 & 3 (From: Christoph Vonrhein <email@hidden>)
 >Re: FxTexture Motion 2 & 3 (From: Dave Howell <email@hidden>)

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