Andrew Mihal schrieb:
> 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.

I haven't looked into your GLSL code generation yet, but are the 
parameters (hfov, r,p,y etc.) also compiled into the GLSL code for each 
image?

> 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.

The OpenGL preview is quite fast, even on systems without hardware 
acceleration, as the software texture mapping routines seem to be 
reasonably optimized. The main problem is that the GL preview uses a 
forward mapping to generate the mesh, and this complicates matters at 
zenith, nadir and the 360 deg seam.

ciao
  Pablo

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