Assuming you have an OpenGL context already set up:
<code>
+ using namespace movit;
EffectChain chain(1280, 720);
ImageFormat inout_format;
Backwards compatibility is fine and all, but sometimes we can do better
by observing that the world has moved on. In particular:
-* It's 2012, so people want to edit HD video.
-* It's 2012, so everybody has a GPU.
-* It's 2012, so everybody has a working C++ compiler.
+* It's 2014, so people want to edit HD video.
+* It's 2014, so everybody has a GPU.
+* It's 2014, so everybody has a working C++ compiler.
(Even Microsoft fixed theirs around 2003!)
-While from a programming standpoint I'd love to say that it's 2012
+While from a programming standpoint I'd love to say that it's 2014
and interlacing does no longer exist, but that's not true (and interlacing,
hated as it might be, is actually a useful and underrated technique for
bandwidth reduction in broadcast video). Movit will eventually provide
wide-gamut color spaces, like the one in Rec. 2020 (used for UHDTV), the
difference will be anything but subtle. As of [why working in linear
light matters](http://www.4p8.com/eric.brasseur/gamma.html),
-others have explained it better than I can; note also
-that this makes Movit future-proof when the world moves towards 10-
-and 12-bit color precision. The extra power from the GPU makes all of this
+others have explained it better than I can; note also that this makes Movit
+future-proof when the world moves towards 10- and 12-bit color precision
+(although the latter requires Movit to change from 16-bit to 32-bit floating
+point, it is a simple switch). The extra power from the GPU makes all of this
simple, so do we not need to make too many concessions for the sake of speed.
Movit does not currently do ICC profiles or advanced gamut mapping;