You can also download Adobe CS3 Master Collection.Īll the Adobe apps included in this suite are the top choices in their relevant fields like Adobe Photoshop CS6 is an imposing application for editing your photos. These applications includes Adobe Photoshop CS6, Adobe Dreamweaver CS6, Adobe Flash and Adobe After Effects CS6 etc. It is full offline installer standalone setup of Adobe Master Collection CS6 for 32/64 Adobe Master Collection CS6 OverviewĪdobe Master Collection CS6 is an impressive suite which has got almost all of the Adobe applications which are required to complete your projects. I also don't see any noticeable lag doing things this way when using my plugins.Adobe Master Collection CS6 Free Download Latest Version for Windows. This might seem counterintuituve but, depending on the complexity of your plugin render function, can save time debugging and will always render the same result regardless of the bit depth of your project. Instead I write a single render function that works in floating point, and then have three iteration functions that, in the case of 8 & 16-bit modes convert the pixel data to float (and in the case of 32-bit mode, leaves it as is), call the 32-bit processing function, then if necessary convert it back again. PF_Pixel, PF_Pixel16 and PF_Pixel32) and the corresponding channel variable types (A_u_char, A_u_short, PF_FpShort). Personally I find the way the examples are written to be inefficient - they tend to have render functions for each bit depth, essentially repeating the code but changing the pixel struct (i.e. (I've been away from this forum for quite a while!) This is an old question so you may very well have succeeded in writing your plugin, however I thought I'd offer my thoughts on writing plugins to handle all bit depths efficiently. I want to re-iterate that I very much appreciate your help and it's helping me tremendously in learning all this. Should I be performing some additional checks I may not be that might be leading to the hanging? If I comment out the checkout function, changing to 32 bit doesn't hang the system. You said that in 32 bit, AE is simply converting the 32 bit color data to 16 "out of courtesy" but for some reason or other, it's still not the same or the above wouldn't hang the system since 16 bit color mode doesn't. It works in 8 bit and 16 bit as it should. The above, when I set my color depth to 32 bit, hangs the system. Read pixel date from layer function (helped from Francois) I traced the crash to the actual checking in of another layer: But first, I want to know why, if you said I set this up properly to work with 8 and 16 bit color, it still crashes. I am going to convert this to a Smart plugin as you have suggested. I hope I haven't driven you away with the length of this thread and that you're willing to bear with me a little longer. I should mention I am checking out another layer with this plugin but I don't think that could be the issue. Between 8 and 16, it certainly differentiates. It tries to the generate the effect even if I switch to 32 bit color mode, and then crashes. The problem is that when I test this in After Effects, it does not differentiate between 16 bit and 32 bit color mode. If (format = PF_PixelFormat_ARGB128) // 32 bit (I am not using this color depth) If (format = PF_PixelFormat_ARGB64) // 16 bit If (format = PF_PixelFormat_ARGB32) // 8 bit PF_PixelFormat format = PF_PixelFormat_INVALID ĮRR(suites.Pica()->AcquireSuite(kPFWorldSuite, kPFWorldSuiteVersion2, (const void**)&wsP)) ĮRR(wsP->PF_GetPixelFormat(output, &format)) Īnd finally, I can check my color depth mode by using: Then, in my render function I declare the following:ĪEGP_SuiteHandler suites(in_data->pica_basicP) My plugin should use 8 and 16 bits per channel color depths only. I believe I am using the PF_Pixelformat function correctly, yet I am getting incorrect results.
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