Oh, sorry. I didn't catch that post, in the flurry that happened in a short
time there.



On Thu, Feb 10, 2011 at 12:35 AM, Christopher Wright <
christopher_wri...@apple.com> wrote:

> > Is there anything problematic with this kind of image feedback setup?
> This always seems to work better than using the accumulator or feedback
> patch for me. I'm monitoring for leaks on two different gpu's right now, in
> leopard and sl, and it looks ok.
>
> Render in Image is fine.  As I said a few emails ago:
>
> > 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.
>
> Render In Image also has the convenient side effect of flattening CI Filter
> chains when used.  Thus, the following (which still uses CI for the filter
> effect) is totally fine.
>
>
Using the RII to flatten comes in handy in a variety of circumstance.

Side notes - Some operations happen very quickly when implemented in with
the GL objects, like Billboard (like this RII vs. Accumulator, or mocking up
a box blur with billboards vs. CI). (It also happens to be handy for
sanitizing the intensity image from the kineme kinect tools so that CI
doesn't freak out... to any of those who have experienced weird problems
with that).

>
>
>
> Of course, this is all _completely_ obvious to the casual observer ... or
> something? :)
>

Totally.

By the way... I noticed last week that when I do an RII feedback loop with
anything less than 32 bit, it leaves a layer of crud at the last bit that
never clears (I believe). Totally obvious stuff :)

>
> --
> Christopher Wright
> christopher_wri...@apple.com
>
>
>


-- 
George Toledo
gtole...@gmail.com
www.georgetoledo.com

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