The black edges come from the built in Gaussian Blur making the ROI
larger than the output image. Compute a separable gaussian convolution
kernel like you normally would in GLSL but dont make the ROI larger
(clamp it to the size if the input image, which is what im assuming
you want). That should do the trick. Alternatively, check out my
blurs: http://002.vade.info (note they use GLSL not CIKL and may not
have the bit depth accuracy you want, but they are made for realtime
use :)
On Sep 15, 2009, at 6:45 PM, David Yamnitsky wrote:
Hi List, I need to use a gaussian blur that doesn't have the black
edges as the built-in filter does, so I need to implement repeated
edges. I was just wondering if I can get some tips on the most
efficient way to do this. My initial instinct was to use a "Render
In Image" whose size is the image's size plus added border equal to
the radius of the blur, and use a GLSL shader to render the image
with repeated edges, but I feel that there may be a faster way to do
this as this could cause a new offscreen buffer to created very
often, up to every frame as the radius changes. Is there an easier
way to do this? Maybe using a custom Core Image filter?
Thanks in advance!!!
David Yamnitsky
[email protected]
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list ([email protected]
)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/doktorp%40mac.com
This email sent to [email protected]
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com
This email sent to [email protected]