first off, before i start whining- i want to say that the feedback
transformations i usually work with in performance with the mop
operators consistently result in like 23fps at 320x240. and now that
i'm finally moving things to the slab world, a first effort resulted
in 15fps at 1280x854. staggering. thank you for the shader helper
files- they go a long way towards breaking the mental block i've had
now, to whining:
i use jit.rota @interp 1 a lot. i've gotten very good at knowing
exactly what settings to feed jit.brcosa to make up for the
corresponding decrease in matrix values that comes with interpolation
in a feedback system. but now that i'm moving this chain
source-->jit.xfade-->jit.brcosa-->jit.rota-->jit.xfade 2nd inlet
to this one:
640x480 source-->jit.gl.slab bork @file co.average.jxs-->jit.gl.slab
bork @file cc.brightness.ip.jxs-->jit.gl.slab bork @file
cc.contrast.ip.jxs-->jit.gl.slab bork @file cc.saturation.ip.jxs--
>jit.gl.slab bork @file td.rota.jxs-->averaging slab (in render
of course, everything has changed. it's MEGA FAST, but it's changed.
is there a shader equivalent to the @interp attribute on jit.rota?
and also: how can i alter the td.rota.jxs file to include the weird
trig stuff- the cosoffsets and sinscales and thetasinscales of
jit.rota? i'm not going to go so far as to ask that i be given a new
td.rota.jxs, but can you at least point me in the right direction on
how to do it myself?
many thanks again for the upgrade. this is great.