Blur effect on live scene?

Jim Graham james.graham at
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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