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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