Age | Commit message (Collapse) | Author |
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target. Each step is materialized by a shader pass.
The intermediate render target now has the source height and the destination width, which is reflected in the vertex coordinates and the vertex coordinates stepping parameter.
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array of render targets and uses different vertices for each pass.
The parameters are set once before rendering.
The shaders themselves haven't changed yet, the second pass is just a dummy copy of the source to the target.
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new base class.
One will become the new 2 pass implementation and the base class allows easy runtime switch between the 1 pass and 2 pass implementations.
The bicubic and Lanczos2 activate 1 pass, Lanczos3 optimized and Lanczos3 activate 2 pass, making it very easy to compare performance and to check for visual bugs...
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