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Re: "floccinaucinihilipilification", or "convolutions, blocking, and window: msg#00089

Subject: Re: "floccinaucinihilipilification", or "convolutions, blocking, and windows server 2003"
On Mon, Mar 15, 2004 at 05:01:10PM +0100, David Reveman wrote:
> But it seems a bit more complicated than I think it has to be. It would
> be much cleaner if we could use the already existing filter mechanism as
> Keith mentioned. Convolution filters would be applied when compositing a
> picture onto another, sort of like ExecuteConvolution does but in a more
> flexible way as transformation, mask and operator can be set as usual.

In other words, just like AddConvolution does now?  Or am I missing something
fundamental here?

> Multiple convolution passes would however have to be done manually
> without the AddConvolution feature but I think that's ok. 

Obviously, I'm inclined to disagree here, but I seem to be losing on that
point :).

> Although it probably shouldn't be of much importance, this interface
> would also fit much better with libglc. 

This is actually of importance to me.

> Are there any obvious reasons why this would be bad?
> I think you'll be able to do the effects you mentioned above with this
> interface as well.

I agree they should be doable.

> Using Cairo's OpenGL backend with a GeforceFX 5600 card the complete
> desktop is rendered at over 100 FPS on a P3 1000Mhz. The great
> performance is much due to the fact that libglc is able to do
> transformations, blending with mask and convolution filtering in one
> single OpenGL rendering pass. 

I see no reason why a hardware implentation couldn't go "oh, there is one
convolution.  my card supports on convolution.  I'm doing this in a single 
pass".  Given that people are already making video cards with multiple texture
program units, and that you could combine multiple ops into a single texture
program, I don't see this as a an argument either way  (Although I am 
impressed with your screenshot - i need to get that running later today,
although I suspect my hardware will do less well on it :)

        -- jj


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