- 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>
Received on Monday, 17 October 2011 02:01:43 UTC
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 UTC