- From: Justin Novosad <junov@chromium.org>
- Date: Mon, 10 Sep 2012 17:28:18 -0400
- To: Jeff Muizelaar <jmuizelaar@mozilla.com>
- Cc: whatwg@lists.whatwg.org, Vladimir Vukicevic <vladimir@pobox.com>, Kevin Gadd <kevin.gadd@gmail.com>
On Mon, Sep 10, 2012 at 4:49 PM, Jeff Muizelaar <jmuizelaar@mozilla.com>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. I think Vladimir makes a good point that there are valid use cases for both ways. To summarize the issues: * clamping to source rect can cause filtering artefacts at boundaries, especially visible when tiling. * clamping to source image bounds can cause color bleeding artefacts when rendering a sprite from a spritemap.
Received on Monday, 10 September 2012 21:28:48 UTC