X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=README;h=ec67534bae7a814040c3f0874961dd7fd2112f66;hp=26ceaacf357d66eadd14b6eedf429691716e1e90;hb=6e03d8c6dec4b4639137893fe4e1aff224836f59;hpb=72cb236f13d9e0823acd1ecf261b6e92ace48de2 diff --git a/README b/README index 26ceaac..ec67534 100644 --- a/README +++ b/README @@ -22,11 +22,12 @@ OK, you need * GNU Make. * A GPU capable of running GLSL fragment shaders, process floating-point textures, and a few other things. If your machine - is less than five years old _and you have the appropriate drivers_ - (don't complain to me if it doesn't work with Nouveau, please), + is less than five years old _and you have the appropriate drivers_, you're home free. * The [Eigen 3] and [Google Test] libraries. (The library itself depends only on the former, but you probably want to run the unit tests.) +* The [GLEW] library, for dealing with OpenGL extensions on various + platforms. Movit has been tested with Intel GPUs with the Mesa drivers (you'll probably need at least Mesa 8.0), Radeon 3850 and GeForce GTX 550 @@ -39,7 +40,7 @@ Still TL;DR, please give me the list of filters =============================================== Blur, diffusion, glow, lift/gamma/gain (color correction), mirror, -mix (add two inputs), overlay (the Porter-Duff “atop” operation), +mix (add two inputs), overlay (the Porter-Duff “over” operation), scale (bilinear and Lanczos), sharpen (both by unsharp mask and by Wiener filters), saturation (or desaturation), vignette, and white balance. @@ -60,7 +61,7 @@ Assuming you have an OpenGL context already set up: ImageFormat inout_format; inout_format.color_space = COLORSPACE_sRGB; inout_format.gamma_curve = GAMMA_sRGB; - FlatInput *input = knew FlatInput(inout_format, FORMAT_BGRA, GL_UNSIGNED_BYTE, 1280, 720)); + FlatInput *input = knew FlatInput(inout_format, FORMAT_BGRA_POSTMULTIPLIED_ALPHA, GL_UNSIGNED_BYTE, 1280, 720)); chain.add_input(input); Effect *saturation_effect = chain.add_effect(new SaturationEffect()); @@ -70,7 +71,7 @@ Assuming you have an OpenGL context already set up: const float gain[] = { 0.8f, 1.0f, 1.0f }; lift_gamma_gain_effect->set_vec3("gain", &gain); - chain.add_output(inout_format); + chain.add_output(inout_format, OUTPUT_POSTMULTIPLIED_ALPHA); chain.finalize(); for ( ;; ) {