Thanks for the info. Two questions then... (I tried googling the answers, but no avail). What would be the best way to write say a gaussian blur filter with variable parameters.

I've been wondering this myself for a long time. My guess is that you could sample a bunch of "rings" about the pixel you're working with, and then have the sum use weights for each of the rings, with the weights based on the input radius. You can do conditionals like this, but the code looks ugly, and it does a lot of work that isn't necessarily necessary. Let me know if that makes sense; if not, I can try to whip up a lame example sometime.

Also, kind of off topic, is there a way to edit the GLSL kernel code in a more robust IDE and have it integrate with Quartz? It's a bit annoying that every time you click on another patch it resizes the window to the default.

You can edit it in the OpenGL Shader Builder, and then copy/paste the code in. I think you can also try using Shift-Cmd-I to get a static code editor window for the patch you're interested in.

Hope that helps you take a few more steps in your goal! :)

--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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