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By Alan Watt, M. Watt

Facing cutting-edge ideas in rendering and animation, this article offers a distinct synthesis of complicated innovations now not formerly to be had in a single coherent resource.

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7 Running the effect decompression sequence. fEffectDescri pti on); bail: return(myErr); } Video Effects and Innages 53 Notice that we passed NULL as the fifth parameter to DecompressSequenceFrameWhen. If, instead, we were to pass a pointer to a variable of type CodecFlags (which is an unsigned short integer), then DecompressSequenceFrameWhen would return in that location a set of decompression status flags that give us information about the just completed decompression operation. 0, these flags are defined: enum { codecFlagOutUpdateOnNextldle codecFlagOutUpdateOnDataSourceChange codecFlagSequenceSensitive codecFlagOutUpdateOnTimeChange codecFlaglmageBufferNotSourcelmage codecFlaglisedNewImageBuffer codecFlagUsedlmageBuffer }; = = = = = = = (IL (IL (IL (IL (IL (IL (IL « 9), « 10), « 11), « 12), « 13), « 14), « 15) We can inspect the CodecFlagOutUpdateOnTimeChange flag (which is, alas, currently undocumented) to see whether we should render the effect repeatedly, as time changes.

3 Initializing the data for an image window. = NULL) QTEffects_DumpWi ndowData(theWi ndowObj e c t ) ; / / allocate and i n i t i a l i z e our application data myAppData = (Appli cati onDataHdl)NewHandleClear(si zeof(Appli cati onDataRecord)); return((Handle)myAppData); As you can see, we clear out any existing data attached to the window (by calling QTEffects_DumpWi ndowData, discussed later) and then call NewHandl eClear to allocate a new block of memory to hold an application data record. 4.

NULL, NULL, ditherCopy, NULL, 0. fTimeBase); bail: HUnlock((Handle)myAppData); return(myErr); } Running t h e Effect The only important step that remains is for us to call DecompressSequenceFrameWhen to draw the image, with the film noise effect, into the onscreen image window. For most filters, applying an effect is a one-shot deal. That is to say, we really need to call DecompressSequenceFrameWhen only once to get Video Effects and Innages 51 the full visual effect (ignoring of course any redrawing that is required to handle update events and paint messages).

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