Thanks for your time, I believe that MLT returns a correct image. It seems more like a problem in my OpenGL code. 
I use the loader and I can see from the logs that image conversion happens.


On Thu, Jan 27, 2011 at 11:52 PM, Dan Dennedy <dan@dennedy.org> wrote:
I am not in a position to offer you much help. What I can tell you is
that I added OpenGL output in Kdenlive initially for the OS X port,
and mlt_image_rgb24a works. Additionally, the sdl_still consumer as
used by the sdl_preview consumer within melt (-consumer sdl_preview),
OpenShot, Kdenlive, and others successfully requests and receives
mlt_image_rgb24a.

Also, the loader producer automatically attaches an image conversion
filter, which decorates frame objects with function pointers to an
image converter. So, if you are not using the loader producer, then
you probably have no image conversion happening.

On Thu, Jan 27, 2011 at 12:22 PM, Ertan Deniz <ertanden@gmail.com> wrote:
> Thank you very much for the response. I have tried mlt_image_rgb24a,
> mlt_image_opengl and mlt_image_rgb24 without success, all of them produce
> the same output for me, which is a strange vertically striped image.
> I use the following OpenGL code to initialize the texture:
> glTexImage2D(GL_TEXTURE_2D, /* target */
>                       0, /* level */
>                       GL_RGB, /* internal format */
>                       TEXTURE_WIDTH, /* width */
>                       TEXTURE_HEIGHT, /* height */
>                       0, /* border */
>                       GL_RGB, /* format */
>                       GL_UNSIGNED_BYTE,/* type */
>                       pBuffer); /* pixels */
> When I use ffmpeg directly, without mlt the same OpenGL code produces a
> correct image (with PIX_FMT_RGBA or PIX_FMT_RGB565).
> Don't know what the problem is with my MLT code, it seems that it should
> work perfectly.
>
> On Thu, Jan 27, 2011 at 1:27 AM, Dan Dennedy <dan@dennedy.org> wrote:
>>
>> On Wed, Jan 26, 2011 at 1:49 PM, Ertan Deniz <ertanden@gmail.com> wrote:
>> > Hi,
>> > I'm trying to write a custom Consumer which will paint directly on
>> > OpenGL.
>> > I examined the SDL consumer and saw that in consumer_play_video method
>> > "mlt_image_yuv422" is used.
>> > I changed this to mlt_image_opengl in custom Consumer code. But it seems
>> > like I still get yuv422 image format?
>> > What can be the problem? Am I missing something here?
>>
>> I do not really know much about mlt_image_opengl. It was added by a
>> previous developer, and I consider it deprecated since I have no
>> documentation on its purpose and no test cases. Please try using
>> mlt_image_rgb24a.
>>
>> --
>> +-DRD-+
>
>



--
+-DRD-+