Thanks, I understand all of that.
What I meant by greyscale is more like this image, ie a pixel shader that de-saturates a texture. This simple effect cannot currently be achieved by either MP or XBMC, the closest you can get is rendering a partially transparent grey rect. over the top. There's an unlimited supply of other possible effects that would really jazz MP2 skins up.
You can animate brush properties? That's pretty cool and takes care of the animation problem very nicely
My point is that it would be really good to be able to specify the effect to be used for a brush without having to code your own brush and add it as a plugin. Effects files can be authored using tools that require little to no coding, so requiring code to use them in MP just imposes a barrier to creativity IMO. A simple generic brush should be very easy to implement, just get the effect file path from a URI parameter instead of assigning it in code. A more comprehensive implementation that allowed parameters to be passed to the effect would be more difficult, but then think of all the time saved by not having to add loads of specialised brushes like LinearGradient.
And if I may ask, what is a Visual brush for? I couldn't work it out from the code alone. EDIT: Nevermind, I looked it up.
Thanks for your time btw.
What I meant by greyscale is more like this image, ie a pixel shader that de-saturates a texture. This simple effect cannot currently be achieved by either MP or XBMC, the closest you can get is rendering a partially transparent grey rect. over the top. There's an unlimited supply of other possible effects that would really jazz MP2 skins up.
You can animate brush properties? That's pretty cool and takes care of the animation problem very nicely
My point is that it would be really good to be able to specify the effect to be used for a brush without having to code your own brush and add it as a plugin. Effects files can be authored using tools that require little to no coding, so requiring code to use them in MP just imposes a barrier to creativity IMO. A simple generic brush should be very easy to implement, just get the effect file path from a URI parameter instead of assigning it in code. A more comprehensive implementation that allowed parameters to be passed to the effect would be more difficult, but then think of all the time saved by not having to add loads of specialised brushes like LinearGradient.
And if I may ask, what is a Visual brush for? I couldn't work it out from the code alone. EDIT: Nevermind, I looked it up.
Thanks for your time btw.