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Transform nodes need to do their own rendering when there is a target node that is not an inPlace effect. A FrameBuffer object is only needed in this case. Since inPlace can be dynamic (e.g. "blend" effect), depending on the input values of the target node, we don't know whether we need the FrameBuffer until render time. This causes visible jank, as in the "Whip Pan" example, because the FrameBuffer object takes some time to create.
We need to be able to determine inPlace earlier, as soon as the target node is connected and again any time an input on the target node may change the inPlace value if inPlace is a function.
While we're at it, it's also worth looking into whether we can release the FrameBuffer when it's not needed anymore, either when the target node is disconnected or when inPlace changes back to true.
The text was updated successfully, but these errors were encountered:
…lace"
- instead of rendering transform nodes, transform texture lookup in effect nodes
- should be faster, use less GPU memory and make compositing more consistent
- should fix#54 because transform nodes won't need frame buffers
Transform nodes need to do their own rendering when there is a target node that is not an
inPlace
effect. A FrameBuffer object is only needed in this case. SinceinPlace
can be dynamic (e.g. "blend" effect), depending on the input values of the target node, we don't know whether we need the FrameBuffer until render time. This causes visible jank, as in the "Whip Pan" example, because the FrameBuffer object takes some time to create.We need to be able to determine
inPlace
earlier, as soon as the target node is connected and again any time an input on the target node may change theinPlace
value ifinPlace
is a function.While we're at it, it's also worth looking into whether we can release the FrameBuffer when it's not needed anymore, either when the target node is disconnected or when
inPlace
changes back totrue
.The text was updated successfully, but these errors were encountered: