I sent this to the Quartz-dev list, but I'm going to try here too-- apologies if you're getting this a second time. I got a response that the clipping doesn't happen on the GPU, so operations within the kernel are safe-- but no luck finding a way around this limitation. This is starting to drive me crazy and I would love to find a way around it short of going to full blown GLSL.

It looks like Core Image actively clips pixel values to be in the [0,1] range. At what stage does that happen?

The CI API provides a lot of functionality that permits results outside the [0,1] range-- for example in calculating gradients or transcendentals. Is the limited range a function of the GPU, or can these computations be chained within a kernel routine without risk of clipping? Is there any way of coercing the kernel routine to return values outside the [0,1] range, or do all returned values need to be re-encoded into this range?

Thanks--
Greg


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