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

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