you could probably do this by nesting a few GLSL shaders on 10.5. The shader would most likely be limited to 8 textures at once ( think this is a GL limitation), but you could render out to a GLSLGrid, and chain them along. Id use the same shader code and just set a uniform variable for each texture strips 'position' in x or y (however you sliced it up).

It would be a pretty trivial shader to write, and would cut the work down of using an iterator, this of course assumes 10.5 and some GLSL knowledge.

On Nov 9, 2007, at 1:01 PM, Marc Epard wrote:

I've got a video stream that has been split into numerous horizontal
strips, 32 in total. Is there a simple way to combine these strips back
into a single image?

I wonder how a Core Image Filter with 32 input images would perform.

-Marc

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