Accessing and Dealing with Pixel data in AEGP
Perhaps its simply a misunderstanding in how things are supposed to function, but how exactly do you use render options suite and such when dealing with a worldH?
I understand this gives the source pixels and not the effects altered pixels.
Essentially I have a function that pulls frames at 't' time, and I'm able to extract them for passing into another function.
I have a second function essentially doing the reverse that replaces pixels of a given itemH (in both cases its the compItem). This works sometimes?
However, when I try to access multiple frames by running my single frame function in a loop across the duration, it ends up leading to a crash. I assume this is probably memory or lifetime related, but I'm wondering if anyone has any suggestions regarding these issues, or suggestions regarding how to better get pixels from multiple frames.
Essentially I create a class using my itemH, and then in a loop I pull the images at different times using the 'frameAtTime' method.
Code links;
Item Class:
PyShiftAE/src/PyShiftAE/PyShiftCore.cpp at main · Trentonom0r3/PyShiftAE (github.com)
CompItem (Extends Item) and the method causing trouble;
PyShiftAE/src/PyShiftAE/PyShiftCore.cpp at main · Trentonom0r3/PyShiftAE (github.com)
Python bindings;
PyShiftAE/src/PyShiftAE/PyLink.cpp at main · Trentonom0r3/PyShiftAE (github.com)
On a side note-- would creating an "invisible" effect that is loaded/unloaded to a layer when a specific AEGP call is made be feasible/reasonable to work around this?
