I expect that nona-gpu will not be efficient for rendering the
previews, due to the overhead of compiling GLSL code for each input
image and transferring the data back from the GPU to the CPU before
drawing it in the preview window. The approach used by the GL preview
is superior in this situation.

This is related to the bug Yuval put in the tracker, which I attached
a comment to.

If the frame rate and quality of the GL preview are determined to be
insufficient, it should be possible to adapt the nona-gpu approach to
produce vertex shader programs that would offload the mesh
transformation from the CPU onto the GPU. I apologize for not looking
at the actual implementation of the GL preview before making this
suggestion. This might be nonsense.

Andrew

On Tue, Jan 27, 2009 at 1:45 PM, Bruno Postle <[email protected]> wrote:
>
> On Tue 27-Jan-2009 at 08:35 +0100, Seb Perez-D wrote:
>>
>>There is a difference dropdown, and when you hover over the images it
>>shows the differences between the images under the mouse pointer.
>
> I hadn't noticed, I need to get the manual updated...
>
> Another reason for keeping the old preview around is that it will
> take advantage of the nona-gpu code.
>
> --
> Bruno
>
> >
>

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