- From: Jeff Muizelaar <jmuizelaar@mozilla.com>
- Date: Mon, 10 Sep 2012 18:06:08 -0400
- To: Justin Novosad <junov@chromium.org>
- Cc: whatwg@lists.whatwg.org, Vladimir Vukicevic <vladimir@pobox.com>, Kevin Gadd <kevin.gadd@gmail.com>
On 2012-09-10, at 5:28 PM, Justin Novosad wrote: > > 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. No, I was referring to CoreGraphics, Cairo and Direct2D. -Jeff
Received on Monday, 10 September 2012 22:06:36 UTC