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Re: [css shaders] tiling large elements

From: Vincent Hardy <vhardy@adobe.com>
Date: Sun, 16 Oct 2011 19:01:13 -0700
To: Ralph Thomas <ralpht@gmail.com>, "public-fx@w3.org" <public-fx@w3.org>
Message-ID: <CAC10176.1CCA3%vhardy@adobe.com>
From: Ralph Thomas <ralpht@gmail.com<mailto:ralpht@gmail.com>>
Date: Sat, 15 Oct 2011 20:36:08 -0700
To: "public-fx@w3.org<mailto:public-fx@w3.org>" <public-fx@w3.org<mailto:public-fx@w3.org>>
Subject: [css shaders] tiling large elements

Hi,

  How could a tiling scheme be implemented for CSS Shaders if the
element being shaded is larger than a texture may be given that (I
think!) the shader would expect the whole element to be in a single
texture?

Thanks,
Ralph




Hi Ralph,

The shaders, as currently proposed, work with the assumption that the whole element's rendering is available. If that was not the case, then we could pass in additional uniforms to the shader.

However, to account for resource constraints, the implementations could reduce the texture size. Doing multiple passes with different textures for each tile would not work for some shaders, for example, a blur would not work out of the box, without taking extra steps (e.g., have a notion of tile margin the shader would need to still operate).

Cheers,
Vincent
Received on Monday, 17 October 2011 02:01:43 GMT

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