[PD-dev] FreeFrameGL external
Gert De Roost
paleajed at gmail.com
Fri Feb 24 23:00:28 CET 2012
Big issue with color channels has been fixed.
Trying to avoid GL_EXT_gpu_shader4 dependency by using GL_RG and
GL_UNSIGNED_BYTE for loading pdp frame.
Texture sampling normalization seems to make this impossible as far... How
can I make OpenGL map [0, 255] exactly to [0.0, 1.0]?
Tried other texture format options but most other options stress the CPU
too much.
On Tue, Feb 21, 2012 at 9:53 AM, Gert De Roost <paleajed at gmail.com> wrote:
> Greetings,
>
> After several days of programming work I can now present this first
> version of a new external for pdp that hosts FreeFrameGL1.5 plugins.
> My first project using C++... slow learning!
>
> The external does conversion from YUV to RGB and back using fragment
> shaders. The real bottleneck is the glReadPixels call that copies texture
> information back to main memory. I managed to implement it using
> asynchronous pixel buffer DMA, so it doesnt block. Disadvantage is one
> must wait for the transfer to end (anyone know how I can check for this?)
> so I wait for the next frame to arrive before writing out the current frame
> to pdp, so input 1 frame, it outputs only when you input another...
>
> Little testing has been done, and to my understanding there are not many
> FFGL plugins available (please proof me wrong here), still if anyone could
> give the external a spin that would be nice. A test file is provided.
>
> The external needs you to have the GL_EXT_gpu_shader4 extension available
> on your OpenGL system, like I can run it on nVidia here but not on Intel.
> Any feedback on IF it works at all would be great.
>
>
> Get the first tarball at: http://www.ewocprojects.be/pdp_ffgl.html
>
>
> Also the visually inclined might check my Pd video mixer EWOCvj at
> http://www.ewocprojects.be
>
> Also I have some code that does video wiping for pdp, check this on the Pd
> forum.
>
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