Graphics and Imaging • 53:07
Go deeper into the FxPlug SDK with details of OpenGL usage and API additions to FxPlug. Learn how to manage pbuffers, graphics state, and OpenGL drawing by walking through the innards of a FxPlug plug-in. Learn more about re-timing. Gain a better understanding of the best practices to move existing code to FxPlug with examples on how to do so.
Speakers: Dave Howell, Darrin Cardani, Paul Schneider, Pete Warden
Unlisted on Apple Developer site