Re: Reading temporal textures in FCP
Re: Reading temporal textures in FCP
- Subject: Re: Reading temporal textures in FCP
- From: Eberhard Ammelt <email@hidden>
- Date: Wed, 1 Dec 2010 19:46:31 +0100
Hello Paul, Darrin
in my first tests the textures had the same image as the current frame though texture ids were different. Now I'm also getting white textures, so it seems the result is quite unpredictable. I'll try your suggestions and copy textures. With respect to VRAM usage, it might turn out that reading temporal bitmaps is the better approach. (?)
Thanks,
Eberhard
>
> 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?
>>>>
>>>> Thanks, Eberhard _______________________________________________
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>>> --
>>> Darrin Cardani
>>> email@hidden
>>>
>>>
>>
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