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Sign upPartially fix blur filters. #119
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I'd be interested to know what you think the best solution for the second problem here is. A blur essentially needs to result in the creation of two nested render targets. At first I just tried to special case this in the composite batching code (creating a second render target for a blur) but that seemed inelegant, especially since we'll probably want to be able to batch them (i.e. blur many elements horizontally, then blur many elements vertically). So I figured it'd be better to hook this into the layers/render target infrastructure somehow—essentially to create two nested render targets for each blur. Thoughts on that? |
* Blur filters do not need a temporary framebuffer. (Nor do any other filters.) * We now write the texture sizes into the mask UV coordinates properly. * We allow composite filters to inflate the dimensions of their render targets. This means that blurs can draw outside their rects. Remaining issues: * Blur filters need to not read outside of the render target in the atlas. * The vertical blur needs to blur the render target that the horizontal blur wrote to rather than the original render target.
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@glennw Fixed mix-blend-mode. |
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Thanks! |
pcwalton commentedDec 23, 2015
render targets instead of readback. This patch removes it.
targets. This means that blurs can draw outside their rects.
Remaining issues:
atlas.
blur wrote to rather than the original render target.