2014-05-13 17:00 GMT+02:00 Lopes Yoann <yoann.lo...@digia.com>: > On May 13, 2014, at 4:52 PM, Lopes Yoann wrote: > > > Another thing you need to know is that the texture you'll get uses the > GL_TEXTURE_EXTERNAL_OES texture target and not the regular GL_TEXTURE_2D > target. You can find some information about this here > http://developer.android.com/reference/android/graphics/SurfaceTexture.htmland > here > http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt > > You can actually ignore that part... I forgot that we now render the > GL_TEXTURE_EXTERNAL_OES to an intermediate FBO so what you'll get will be a > GL_TEXTURE_2D. > > -- > Yoann
Thanks for the information, Yoann! It got me quite a bit further. With the single-thread rendering loop, present is called. However it seems that also start and stop is called for each single frame as well. Anyway I understand this is work-in-progress. When the rest is implemented so that it works like any other media backend, I would not have minded having the option to get the raw GL_TEXTURE_EXTERNAL_OES, rendering it with a specialized shader etc, to save the extra step via an FBO. Maybe it could be indicated with the custom video surface class that it would accept such a texture format, somehow. Cheers, Ola
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