-
Notifications
You must be signed in to change notification settings - Fork 38
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Blurring #27
Comments
I did initially use an SVG blur, but it was incredibly slow - on a full size image, I was getting under 15fps. Quasi blur is the best you'll get for realtime unless I move to WebGL ala Kepstin's hues |
Ah, that's a shame :\ |
Actually, how hard would it be to just transplant Kepstin's code? |
Annoyingly. Requires an entire rewrite of the rendering pipeline. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
As far as I can tell, you're currently faking the motion blurs by drawing a bunch of copies of the image. I just thought I'd mention that it's possible (albeit kind of hacky) to get genuine 1-dimensional gaussian blurring in canvas using SVG filters: here's a demo.
Sorry to waste your time if you already knew about this and had reasons not to do it this way!
The text was updated successfully, but these errors were encountered: