On 2012-09-10, at 5:28 PM, Justin Novosad wrote: > > On Mon, Sep 10, 2012 at 4:49 PM, Jeff Muizelaar <[email protected]> > wrote: > > On 2012-09-10, at 3:43 PM, Vladimir Vukicevic wrote: > > > FWIW, there are also negative performance implications to clamping samples to > the source rect. Many graphics APIs do not support this kind sampling, and > supporting this behaviour on top of those apis requires a temporary copy of > the subimage to be made. > > > You are referring to the fact that clamping modes only apply to texture > borders in OpenGL and DirectX? That is not that big of a big deal, you can > implement the clamp in a shader.
No, I was referring to CoreGraphics, Cairo and Direct2D. -Jeff
