olaf neophyte and de.po updates, valgrind tweaks, delete green lady, inkscape dpi=96
[goodguy/history.git] / cinelerra-5.1 / plugins / chromakey / chromakey.C
index 7314037196d2506ba36e088f7c4a8a4eabfda175..525a43a7256ed4017cf0940d99d40eb6d81d44f8 100644 (file)
@@ -596,7 +596,7 @@ SET_TRACE
        return 1;
 }
 
-const char* ChromaKey::plugin_title() { return _("Chroma key"); }
+const char* ChromaKey::plugin_title() { return N_("Chroma key"); }
 int ChromaKey::is_realtime() { return 1; }
 
 NEW_WINDOW_MACRO(ChromaKey, ChromaKeyWindow)
@@ -607,7 +607,7 @@ LOAD_CONFIGURATION_MACRO(ChromaKey, ChromaKeyConfig)
 void ChromaKey::save_data(KeyFrame *keyframe)
 {
        FileXML output;
-       output.set_shared_output(keyframe->get_data(), MESSAGESIZE);
+       output.set_shared_output(keyframe->xbuf);
        output.tag.set_title("CHROMAKEY");
        output.tag.set_property("RED", config.red);
        output.tag.set_property("GREEN", config.green);
@@ -626,7 +626,7 @@ void ChromaKey::read_data(KeyFrame *keyframe)
 {
        FileXML input;
 
-       input.set_shared_input(keyframe->get_data(), strlen(keyframe->get_data()));
+       input.set_shared_input(keyframe->xbuf);
 
        while(!input.read_tag())
        {
@@ -687,11 +687,11 @@ int ChromaKey::handle_opengl()
                "}\n";
 
        static const char *get_rgbvalue_frag =
-               "uniform mat3 rgb_to_yuv_matrix;\n"
+               "uniform vec3 rgb_to_y_vector;\n"
                "uniform float yminf;\n"
                "float get_value(vec4 color)\n"
                "{\n"
-               "       return dot(color.rgb, rgb_to_yuv_matrix[0]) + yminf;\n"
+               "       return dot(color.rgb, rgb_to_y_vector) + yminf;\n"
                "}\n";
 
        static const char *value_frag =
@@ -784,7 +784,7 @@ SET_TRACE
                        glUniform3f(glGetUniformLocation(shader, "key"),
                                (float)y_key / 0xff, (float)u_key / 0xff, (float)v_key / 0xff);
                if(config.use_value)
-                       BC_GL_RGB_TO_YUV(shader);
+                       BC_GL_RGB_TO_Y(shader);
        }
 SET_TRACE