Did anyone of you tried to use say 4x4 sprites each of them displaying a sub-area (cropped) of the image, then putting it a 3D transform macro to pan & scan? It should work fine _if_ you have enough VRAM to handle those 16 large textures.

On Jan 5, 2008, at 1:35 AM, Michael Kwasnicki wrote:

I tried to implement the idea of tiling and rendering on a billboard. But it got very messy. In fact the image only needs to pass the cropping CI filter once. But to achieve that you must not use the iterator patch. The iterator patch evaluates the cropping every single frame (fps go down very fast). But when "unrolling" the iterator patch then the cropping is only executed once resulting in great performance. Since we need an iterator patch for vertical tiling and a nested iterator patch for horizontal tiling, the QuartzComposition looks like dog shit after unrolling even it is not half finished.

Tiling a huge images can't be done with QuartzComposer in real time without filling the full screen with crop, math and sprite patches. It's best to do that programatically.

Maybe someone here is able to write a custom patch that tiles a big image ?

-Michael

Am 05.01.2008 um 04:09 schrieb vade:


On Jan 4, 2008, at 6:30 PM, Michael Kwasnicki wrote:

Hello Vade,

the Billboard is not a normal OpenGL 3D object which has texture coordinates (what I was tweaking using Image Texturing Properties patch) and stuff. Billboard is just a flat thing. I imagine this is something like it just overwrites everything in the frame buffer byte wise in the last rendering step.

Im aware you were tweaking the texture properties patch :P

I'm not that skilled with Objective-C and native OS X APIs.
I just use low level OpenGL and GLUT with C++.
But when going down to OpenGL then I'd try Christopher Wright suggested. It's not that difficult to implement once the image data is loaded into the memory. Just a few calculations how many tiles we need and then copy the bytes.

But I don't know how to map them if not on sprites ( or GL_QUADS when using low level OpenGL ).

Since this is a QuartzComposer mailinglist I assume you can access Quartz APIs. Why not tile the images, map them on sprites and then use the "Render in Image" patch.
Then you have something you can render using a Billboard.
I think this is the best solution yet. I dont need to do any major changes in my quartz plugin, and I suspect this will just work for my scenario as well. Thanks, thats an elegant approach.

It works still real time for me when I put my approach into a render in Image patch.

I'll try to write an QuartzComposition which automatically tiles an image and renders the resulting pan zoom stuff into an image ready for Billboard.

-Michael

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