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Re: Filter Templates

From: Robert O'Callahan <robert@ocallahan.org>
Date: Fri, 25 Feb 2011 14:17:15 +1300
Message-ID: <AANLkTim06GV8UofXy-Db4+02VRPA4ThhFB9MxRq9-Ng_@mail.gmail.com>
To: Rik Cabanier <cabanier@gmail.com>
Cc: Dean Jackson <dino@apple.com>, Rik Cabanier <cabanier@adobe.com>, Cameron McCormack <cam@mcc.id.au>, Brad Kemper <brad.kemper@gmail.com>, www-style list <www-style@w3.org>, "public-fx@w3.org" <public-fx@w3.org>
On Fri, Feb 25, 2011 at 1:56 PM, Rik Cabanier <cabanier@gmail.com> wrote:

> I asked the PixelBender people and they claim that as long as each filter
> can be accelerated on the current hardware, the whole graph will be
> supported. If not, you could switch to software rendering.
> It is true that not everything can be supported on every device. The nice
> thing about PB is that it has a software renderer to fall back on which is
> not something that WebGL or feGL offers.
>

There are software implementations of GLSL. Open-source ones, even.

However, user-agents might choose not to support feGLSL when they lack
hardware support. The performance difference between GPU and CPU
implementations can often be large enough that you're better off not doing
the effect at all if it can't run on the GPU.

I think it would make sense to support feGLSL wherever the UA supports
WebGL.

Rob
-- 
"Now the Bereans were of more noble character than the Thessalonians, for
they received the message with great eagerness and examined the Scriptures
every day to see if what Paul said was true." [Acts 17:11]
Received on Friday, 25 February 2011 01:19:23 GMT

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