Re: Blurring in HLSL
Fabian Giesen <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Mark Sararu schrieb: > Ivan-Assen Ivanov wrote: >> There's this weird piece of hardware that has >> sold in the mid-two-digit millions, yet refuses to sample from its framebuffer, >> so if you're doing two passes, you have to do transfer the results from the >> first pass into RAM, and 5x5 and 9x9 Gaussian kernels turn out faster >> in one pass instead of separated in H and V. >> >> > I'm curious, what hardware is that? This is the first I've heard of this > and I'm wondering if it's something I'd need to worry about. It's not something you need to worry about unless you're a console developer. Cheers, -Fabian ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list