Re: analysis pass question
Re: analysis pass question
- Subject: Re: analysis pass question
- From: Darrin Cardani <email@hidden>
- Date: Sat, 09 Sep 2017 09:55:18 -0700
Pete,
Yeah, I can see the dilemma you’re facing. Can you create your own OpenGL
context before calling into the temporal image API? If you do, what happens?
Darrin
> On Sep 8, 2017, at 2:08 PM, Peter Litwinowicz <email@hidden> wrote:
>
> Hey Darrin, et al.,
>
> So I'm writing a plugin that is doing an analysis pass on a sequence. I do
> this in response to a user clicking a UI button in our plug-in interface.
>
> When I get CPU memory images using [FxTemporalImageAPI getBitmap] everything
> works just fine.
>
> However, if I try to get GPU texture, using [FxTemporalImageAPI
> getInputTexture], then I can't get the bits because the current OpenGL
> context is not set up. If I call [FxTexture textureID] and [FxTexture
> getTextureCoords], etc. I get the proper values. Calling –bind or –enable
> doesn't work either.
>
> Darrin, is there a way I can successfully use GPU textures if I'm not in
> –renderOutput? I presume I would need the OpenGL context and set the current
> context to that, but that is not something I've been able to successfully
> retrieve.
>
> Pete
>
>
>
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