> Here's the same thing with GLSL instead of CI patches. No leak, still using > the feedback patch. No idea why this works and CI doesn't, surely the CI > version at some level gets translated into pretty much the exact same thing?
Not quite: CI doesn't composite results normally -- CI Images are best thought of as "recipes"; filters to apply to sources. If you have an image, and you apply effect A to it, there are 2 images (the source, and the source with A applied). If you then apply A to the result, you have the original source image, the image with A applied (as an intermediate), and the image with A applied applied again. The filter itself probably does boil down to comparable GLSL, but the source and intermediate materials are never "flattened" (old intermediates aren't discarded). CI Accumulator is the one instance where "flattening" actually occurs; otherwise, it needs all previous inputs to calculate the output. As you can imagine, this piles up rather quickly. The shader version uses Render In Image, which is little more than a fancy FBO. It doesn't need to keep around intermediate results beyond the previous frame used as input. This means it uses less memory, but also means that it's somewhat less accurate with certain operations. -- Christopher Wright christopher_wri...@apple.com _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com