Hi Pablo,
    Yes, the parameters are compiled in to the shader programs, which
are regenerated for each image in the project. You could pull these
values out as "uniform" parameters to the GLSL shader program, but I
did not do this. There is a limit on the number of parameters you can
have - I think it is 64.

Andrew

On Fri, Jan 30, 2009 at 2:33 PM, Pablo d'Angelo <pablo.dang...@web.de> wrote:
>
> Andrew Mihal schrieb:
>> I expect that nona-gpu will not be efficient for rendering the
>> previews, due to the overhead of compiling GLSL code for each input
>> image and transferring the data back from the GPU to the CPU before
>> drawing it in the preview window. The approach used by the GL preview
>> is superior in this situation.
>
> I haven't looked into your GLSL code generation yet, but are the
> parameters (hfov, r,p,y etc.) also compiled into the GLSL code for each
> image?
>
>> This is related to the bug Yuval put in the tracker, which I attached
>> a comment to.
>>
>> If the frame rate and quality of the GL preview are determined to be
>> insufficient, it should be possible to adapt the nona-gpu approach to
>> produce vertex shader programs that would offload the mesh
>> transformation from the CPU onto the GPU. I apologize for not looking
>> at the actual implementation of the GL preview before making this
>> suggestion. This might be nonsense.
>
> The OpenGL preview is quite fast, even on systems without hardware
> acceleration, as the software texture mapping routines seem to be
> reasonably optimized. The main problem is that the GL preview uses a
> forward mapping to generate the mesh, and this complicates matters at
> zenith, nadir and the 360 deg seam.
>
> ciao
>  Pablo
>
> >
>

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