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Jank caused by late creation of FrameBuffer object in transform nodes #54

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brianchirls opened this issue Apr 10, 2014 · 0 comments
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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.

@brianchirls brianchirls self-assigned this Apr 10, 2014
brianchirls added a commit that referenced this issue Jun 14, 2015
…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
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