[Bf-gamedev] VideoTexture internal image format

Benoit Bolsee benoit.bolsee at online.be
Thu Oct 15 13:22:31 CEST 2015


Yes, everything else will just be as before. The change in the internal
representation will be reflected in all internal OGL & ffmpeg, calls so
that there is no visual change.

On Thu, 2015-10-15 at 08:06 -0300, Dalai Felinto wrote:
> Hi Benoit,
> 
> Apart from the API change would everything else just work as before?
> 
> For example, if I was using video texture to swap a texture from one
> in the HD,  or by data from imagerender would they keep working?
> 
> On Oct 15, 2015 05:38, "Benoit Bolsee" <benoit.bolsee at online.be>
> wrote:
>         Hi All,
>         
>         As you know, the internal image format used in VideoTexture is
>         RGBA.
>         During the developments that I'm carrying in the decklink
>         branch, it
>         came up several times that this format is badly chosen and
>         that BGRA
>         would be a better choice. The points in favor to the change
>         are:
>         - the real native OGL format for frame buffer and texture is
>         BGRA,
>         transferring images with the GPU is faster if the host is also
>         BGRA.
>         - the Decklink video cards do not support RGBA for the keying
>         frame,
>         only BGRA.
>         - Qt does not have a RGBA format, only BGRA
>         
>         So the change seems necessary. It can mostly be done without
>         changing
>         the API except for the 'image' attribute of the image source
>         objects
>         that returns the internal buffer. So the change will break
>         some scripts
>         but there is already the bge.texture.imageToArray() method
>         that accepts
>         a mode format. The scripts that require RGBA can be updated by
>         using
>         this function.
>         Another solution would be to keep 'image' to return RGBA (via
>         an
>         inefficient byte swapping) but have another attribute (.e.g
>         'buffer') to
>         return internal BGRA buffer.
>         
>         I would rather break the compatibility but I thought I'd ask
>         the list
>         first as I have the ambition to bring the decklink branch into
>         trunk.
>         
>         Benoit
>         
>         
>         
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