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Legend
October 22, 2012
Question

Porting PixelBender to iOS using ANE...

  • October 22, 2012
  • 1 reply
  • 404 views

Hi,

I've been reading around, trying to find a resolution to the problem of PixelBender not being compiled / available for iOS. It looks to me that it should be possible to provide the filter definitions in a different way - the maths will be the same - for example, CoreImage seems to provide all kinds of useful gizmos that would more than do what I need. The relatively simple (but non-standard) manipulations that I need to do can be easily rewritten to use the CoreImage language.

I was wondering whether anybody had either:

a) Found an ANE that would allow me to use CoreImage with custom filter definitions

b) Any really straightforward links / tutorials on how to go about integrating / building an ANE

(Please note, I'm a Window's developer and somewhat reluctant to buy a Mac, primarily because working on one drives me nuts [the way everything is hidden to make it more "friendly"] and makes me dizzy [the way everything spins about and disappears the moment you move anything at all] or just irritates me [the way that the standard, small keyboard aliases the button for every core function that I rely on to some stupid function I would never in a million years want to use]. So if there is a solution that I can build using Windows with Flash Builder / Eclipse that would be _really_, _really_ nice too!)

Thanks,

Gaius

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1 reply

Legend
November 5, 2012

Now that's interesting...

I was comparing Android (which allows PixelBender) with iOS that doesn't and was able to get better performance using an ActionScript based loop over a vector than the equivalent using PixelBender... I mean, OK, it sucks having functions that are pages long so as to avoid the comparatively costly looping versus the cheap bitwise operations, but it is fast, flexible and simple (conceptually). Whereas, the PixelBender transform (as well as being blocked by iOS) felt quite sluggish.

Weird.

G