Thanks for the input. Yes, option 4 is about the closest... and though
option 5 (same as option 4 but without the performance hit) would be perfect
:)
The problem for me is that my paint tool is almost exclusively shader based,
and it's doing rather a lot of processing already. The CI filter method
would normally be OK, but when something is already going slow it's worth
spending the time optimising :)

I'm wondering now if it would be worth writing an alternative billboard
patch that does the same as billboard, but with an option for nearest
neighbor. Or perhaps a quick hack of the existing one, would that be
possible?

Also, I see a bug with the CI filter method. At over 16x scaling, it reverts
to bilinear filter. Can anyone else confirm that's the case, and if so is
there a bug filed? I don't think I'll allow more than 16x zoom anyway, but
if there's a bug there it should be reported I guess.

Oh, and the 32bit thing: yes, it's very much hardware dependent, but it
works fine for the hardware I'm targeting. I'm using 16bit for everything
else, as it gives the best mix of quality + performance, but if just shows a
black screen on intel GPUs.

Chris


2008/10/27 Christopher Wright <[EMAIL PROTECTED]>

> Or, Option 4 (noted to me by smokris):
>
> Check out /Developer/Examples/Quartz Composer/Quartz Compositions/Core
> Image Filters/Nearest Neighbor Sampling.qtz -- possibly what you want.
>
>
> --
> [ christopher wright ]
> [EMAIL PROTECTED]
> http://kineme.net/
>
>
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