Thanks for the feedback though Chris. You're the man when it comes to pixel
shaders. And now the whole QC list knows, if they didn't already :-)

On Tue, Nov 1, 2011 at 11:04 AM, Chris Wood <pson...@gmail.com> wrote:

> Doh! And doh at me for relying before reading the follow up :)
>
> Will reply to the rest later (and off list!)
>
> Sorry all.
>
> Chris
>
>
>
>
> On 1 Nov 2011, at 13:56, George Toledo <gtole...@gmail.com> wrote:
>
> Please disregard, meant for Chris Wood.
>
> On Tue, Nov 1, 2011 at 9:34 AM, George Toledo <gtole...@gmail.com> wrote:
>
>> Chris...
>>
>>
>> After going through some investigations on using pixel shaders more,
>> looking at stuff like the Raymarching/Raytracing for beginners thread at
>> pouet, and IQ's website, I've wondered....
>>
>> If I want to draw a bunch of little "squares" that have texture on them,
>> does it make more sense to just be doing this in the pixel shader? I've
>> heard some good arguments, and I'm starting to wonder about the CPU route
>> (throwing a bunch of verts/triangles) at stuff (yeah, I know this isn't
>> strictly CPU), vs. the pixel shader route. I don't have it worked out yet
>> because I haven't quite got a handle on that mod=makes stuff repeat
>> function (but I also haven't even sat down to).
>>
>> When I look at those amazing shadertoy shaders they're totally amazing
>> (I'd suggest you look at them, or dl "my" zip of them off of kineme -
>> nothing against cybero, but he hooked up a bunch of stuff that has nothing
>> to do with the actual shaders).
>>
>> Also, what do you think about the idea of an app that simply pushes
>> images through a CI filter chain and/or GL ES, writing the GL ES to a
>> texture I guess? Then allowing one to write a- pictures, or b- movie clips?
>> I think that the more I think about VUO, the more another part of me thinks
>> about what I just described.
>>
>
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