Blur effect on live scene?
james.graham at oracle.com
Thu Aug 13 21:08:07 UTC 2015
On 8/13/2015 12:33 PM, Kevin Rushforth wrote:
> * Node caching was intended as a hint to the system to cache the result
> of potentially expensive effects into a texture (which is rendered into
> by the GPU) and re-render that texture when needed. Jim was suggesting
> that an application might be able to use that mechanism to do something
> other than its original purpose.
I'm not sure my suggestions were fully understood. I didn't mean to
imply that the node cache property and hints could be used as a "render
to texture and give me the texture" mechanism, but that many cases where
the developer might think "what I want is a mechanism to render some
scene into a texture so that I could do something with it" really boil
down to cases where sprinkling in a few setCache(true) calls might
achieve what they want more directly.
In the end, we'd rather have a direct mechanism to have the developer
tell us what they want to have happen and then we might cache various
parts of the scene graph automatically in pursuit of that goal so that
the developer doesn't have to think about "well I know this is going to
perform badly so I want to start caching my own pixels". The node cache
property is sort of a request to "do that pixel caching thing for me",
but with limited scope. Sometimes, though, that limited scope is
exactly what the application needs.
My subsequent mail that gave a few examples of regrouping items with
effects and cache properties being set demonstrates how node caching is
intended to take care of these details for you...
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