I have an effect I am working on that performs several iterations over an AEGP_WorldH
This is accomplished by the following scenario:
AEGP_WorldH outputWorld;
ERR(suites.WorldSuite3()->AEGP_New( NULL,
AEGP_WorldType_8,
width,
height,
&outputWorld));
PF_Pixel8 *pxlOut;
ERR(suites.WorldSuite3()->AEGP_GetBaseAddr8(outputWorld, &pxlOut));
PF_Pixel8 *bop_outP = (PF_Pixel8*)pxlOut;
for (register A_long yL = 0; yL < height ; yL++) {
for (register A_long xL = 0; xL < width; xL++) {
//do fun stuff
bop_outP++;
}
}
I would like to take some of the iterations that can be broken up into smaller units of
work and feed them into the generic iteration function to take advantage of the multiple
CPUs on my computer.
I have a structure, and from the examples I have seen in the forum it looks like I should
be sending a structure with PF_EffectWorlds into the generic function and then performing
iterations on a row by row basis?
I was wondering if it would be possible to send in an AEGP_WorldH so that I could use it
in a similair way to how i'm already using it in my main render function or would I need to
convert to PF_EffectWorld first and pass that PF_EffectWorld in with the structure?