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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