- From: Chris Marrin <cmarrin@apple.com>
- Date: Tue, 25 Oct 2011 09:53:00 -0700
- To: Gregg Tavares <gman@google.com> (wrk)
- Cc: www-style list <www-style@w3.org>
On Oct 24, 2011, at 9:59 AM, Gregg Tavares (wrk) wrote: > How do you specify the resolution of the texture the CSS-shader renderer elements will be rendered too? > > If I apply a CSS-shader to 100x100 pixel element, I can just put > > gl_Positoin = u_projectionMatrix * a_position * 100.0; > > In order to render that element I now need a 10000x10000 texture. At least as I currently understand it. That element could be 3D CSSed to project into the background so I don't want to see it's edges cut off. It also needs to get composited with other elements on the page so I can't just "render to the backbuffer". The filter operates on the contents of an element so the input texture would be 100x100 in your example. The results are conceptually placed on a new surface which is the size of the element, plus any area added by the 'filter-margin' property. So you can make an arbitrarily large output surface, but it would still only have a 100x100 texture to work with. Perhaps it would be reasonable to have a 'textureSize' param to allow you to specify the rendered input texture size. We'd want to write the spec to allow limiting the texture size if values were provided that would produce a texture that is too large for the system. ----- ~Chris cmarrin@apple.com
Received on Tuesday, 25 October 2011 16:54:09 UTC