[PD-dev] [GEM] more on YUV (was: postrendering crashes)
zmoelnig at iem.at
zmoelnig at iem.at
Tue Dec 24 09:59:31 CET 2002
Zitiere chris clepper <cclepper at artic.edu>:
> >Hey guys,
> >
> >As for naming, how about pix_foo_yuv for the yuv versions of the
> objects..
>
> i initially started writing the yuv stuff like that. there is still
> a pix_filmYUV hanging around.
as ben pointed out: how about sending a "want YUV"-message to a proper
[pix_film] and not having to worry whether you should need a [pix_filmBGRA_ext]
or [pix_filmLUMINANCE] ?
>
> >As for YUV in general I think it would only be used by more advanced
> >users, mostely because the colorspace is imply that much more
> >difficult to get your head around. As such I would say objects
> >should be rgb by default and the yuv choice only comes in when you
> >know you want it.
>
> the complexity really depends on the operation. for proper
> chroma-keying and color adjustment one must know about yuv color
> space. other functions like blurring, mixing and masking are just
> like their rgb counterparts.
so why segregating them ?
>
> pix_film (yuv->rgba) * 2 -> pix_luma-key (rgba->yuv->rgba) ->
> pix_texture
>
> compared to keeping it in yuv:
>
> yuv_film -> yuv_luma_key -> pix_texture
>
> the first one is doing a hell of a lot of pointless work to get the
> same thing done. i pick the second method.
i was rather thinking of something like
[pix_film] (on demand, tries to load YUV, if it fails (because the codec does
not support it (is this possible), loads RGBA) -> [pix_yuv] (if pix_film
returns YUV this does *nothing*, if we only have RGBA it converts to YUV)
-> [pix_luma-key] (everything done in YUV-space) -> [pix_textureformat]
(converts into a format that can be textured by the openGL-implementation - on
macOS it might do nothing) -> [pix_texture]
this is exactly two more objects ([pix_yuv] and [pix_textureformat]) and one
more message for the pd/gem-programmer to create,
and does not cost "anything" (apart from void function-calls, which i don't
take into account with respect to image-processing) on platforms that provide
YUV-space and does cost more on platforms that don't, but hey! it is portable
my primary goal with Gem is to have a platform for graphics that is supported
by many OS's and does exactly the same on all OS's
i will not have linux-only or macOS-only stuff in Gem as it is.
For things like this, i would recommend to have a look at gemee (but i would
rather not fork development)
mfg.ds.r
IOhannes
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