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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