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AEGP_IterateGeneric, AEGP_WorldH and AEGP_GetBaseAddr

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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?


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