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    <title>i.MX ProcessorsのトピックRe: glTexDirectVIVMap using GL_RGB</title>
    <link>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429766#M65327</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi Weihua,&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;You can choose the format of the pixel data from the following formats: GL_VIV_YV12, GL_VIV_NV12, GL_VIV_NV21, GL_VIV_YUY2, GL_VIV_UYVY, GL_RGBA , and&amp;nbsp; GL_BGRA_EXT:&lt;/P&gt;&lt;P&gt;Example: If Format is GL_RGBA, glTexDirectVIV creates a pixel array with four GL_UNSIGNED_BYTE components: the first byte for red pixels, the second byte for green pixels, the third byte for blue, and the fourth byte for alpha. ? If Format is GL_BGRA_EXT, glTexDirectVIV creates a pixel array with four GL_UNSIGNED_BYTE components: the first byte for blue pixels, the second byte for green pixels, the third byte for red, and the fourth byte for alpha.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;First, call glTexDirectVIVMap to map Logical and Physical address to the texture. &lt;/P&gt;&lt;P&gt;Second, you can modify Logical and Physical data. Then, call glTexDirectInvalidateVIV to apply the texture before you draw something with that texture.&lt;/P&gt;&lt;P&gt;...&lt;/P&gt;&lt;P&gt;char *Logical = (char*) malloc (sizeof(char)*size);&lt;/P&gt;&lt;P&gt;Gluint physical = ~0U; &lt;/P&gt;&lt;P&gt;glTexDirectVIVMap(GL_TEXUTURE_2D, 512, 512, GL_VIV_YV12,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (void**)&amp;amp;Logical, &amp;amp;25hysical);&lt;/P&gt;&lt;P&gt;....&lt;/P&gt;&lt;P&gt;GlTexDirectInvalidateVIV(GL_TEXTURE_2D); &lt;/P&gt;&lt;P&gt;....&lt;/P&gt;&lt;P&gt;glDrawArrays(...);&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Hope this helps&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Wed, 22 Jul 2015 13:39:37 GMT</pubDate>
    <dc:creator>Bio_TICFSL</dc:creator>
    <dc:date>2015-07-22T13:39:37Z</dc:date>
    <item>
      <title>glTexDirectVIVMap using GL_RGB</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429765#M65326</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Does glTexDirectVIVMap support GL_RGB format?&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I found some document did say it supported it. I tried and did not work. Any samples for it?&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 21 Jul 2015 15:54:33 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429765#M65326</guid>
      <dc:creator>weihuawang</dc:creator>
      <dc:date>2015-07-21T15:54:33Z</dc:date>
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    <item>
      <title>Re: glTexDirectVIVMap using GL_RGB</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429766#M65327</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi Weihua,&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;You can choose the format of the pixel data from the following formats: GL_VIV_YV12, GL_VIV_NV12, GL_VIV_NV21, GL_VIV_YUY2, GL_VIV_UYVY, GL_RGBA , and&amp;nbsp; GL_BGRA_EXT:&lt;/P&gt;&lt;P&gt;Example: If Format is GL_RGBA, glTexDirectVIV creates a pixel array with four GL_UNSIGNED_BYTE components: the first byte for red pixels, the second byte for green pixels, the third byte for blue, and the fourth byte for alpha. ? If Format is GL_BGRA_EXT, glTexDirectVIV creates a pixel array with four GL_UNSIGNED_BYTE components: the first byte for blue pixels, the second byte for green pixels, the third byte for red, and the fourth byte for alpha.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;First, call glTexDirectVIVMap to map Logical and Physical address to the texture. &lt;/P&gt;&lt;P&gt;Second, you can modify Logical and Physical data. Then, call glTexDirectInvalidateVIV to apply the texture before you draw something with that texture.&lt;/P&gt;&lt;P&gt;...&lt;/P&gt;&lt;P&gt;char *Logical = (char*) malloc (sizeof(char)*size);&lt;/P&gt;&lt;P&gt;Gluint physical = ~0U; &lt;/P&gt;&lt;P&gt;glTexDirectVIVMap(GL_TEXUTURE_2D, 512, 512, GL_VIV_YV12,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (void**)&amp;amp;Logical, &amp;amp;25hysical);&lt;/P&gt;&lt;P&gt;....&lt;/P&gt;&lt;P&gt;GlTexDirectInvalidateVIV(GL_TEXTURE_2D); &lt;/P&gt;&lt;P&gt;....&lt;/P&gt;&lt;P&gt;glDrawArrays(...);&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Hope this helps&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 22 Jul 2015 13:39:37 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429766#M65327</guid>
      <dc:creator>Bio_TICFSL</dc:creator>
      <dc:date>2015-07-22T13:39:37Z</dc:date>
    </item>
    <item>
      <title>Re: glTexDirectVIVMap using GL_RGB</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429767#M65328</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Thanks for the reply.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I was wondering why GL_RGB is not supported. I don't have GL_RGBA texture. To convert to RGBA is a lot of overhead.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Any comment?&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 22 Jul 2015 22:12:35 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/glTexDirectVIVMap-using-GL-RGB/m-p/429767#M65328</guid>
      <dc:creator>weihuawang</dc:creator>
      <dc:date>2015-07-22T22:12:35Z</dc:date>
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