Quoting tigital tigital@mac.com:
...don't worry: we're still here! Just got quiet for awhile during a little break ;-)
...I think chris and I have come around to putting everything into pix_*, but that means there will be alot of objects that don't have
hey ! sounds like christmas has come back again.... very happy that this (yes: tiresome) discussion is obviously coming to an end.
Did you read the rest of what he said?
At 2:22 PM -0500 1/7/03, tigital wrote:
but that means there will be alot of objects that don't have rgba functionality, which is kinda useless on macs now; also, I think it'd be to everyone's advantage to move to YUV processing
So that means someone will have to get cracking on the rgba code end for 40+ yuv_ processing objects. Which brings up another point about developing code for two color-spaces: does this require all developers to write their objects for both or do we just wait for someone to eventually come along and finish the implementation? Also, one developer might not know how to write yuv code and thus writes only rgb versions. Or another developer thinks yuv stuff is the only way to go and can't be bothered to write rgb versions. So now we have a large difference in which platforms can do what using the exact same objects. This is precisely the thing you have been railing against lately right?
The idea of auto-conversion in each object when one object lacks the code for one color space is a bad idea. The performance hit will be quite high and at that point you might as well do software openGL rendering as well.
So what other options does this leave? Dumping endless error messages in the console? Require the user to have lots of conversion objects in the render chain? How is the difference between the two made clear on the docs and in the pd patcher? And what clues will GEM give the user to alter the patch to preform correctly? I don't think an adequate solution has been devised yet.
cgc
mfg.as.rd IOhannes
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