@pcwalton By the way, two questions that just popped into my head regarding Pathfinder:
1. Since context switches are expensive, do you render each tile to a texture atlas? Or does each tile get its own float texture?
-
Show this thread
-
2. When you have multiple path layers, how do you handle compositing. Does each path get its own coverage mask? And if so, does that imply two render passes per layer?
1 reply 0 retweets 0 likesShow this thread -
Replying to @ejpbruel
I don’t support multiple layers yet other than just stacking paths on top of each other, but I’ve discussed with
@nicalsilva and the tentative plan is for the composite step to have a color and mask.1 reply 0 retweets 0 likes -
Replying to @pcwalton @nicalsilva
Ah, so right now, each layer is essentially two render passes? One to compute the coverage mask, one to do the painting?
1 reply 0 retweets 0 likes -
Replying to @ejpbruel @nicalsilva
Yeah. This is the main downside of Pathfinder 3. I’ve thought of ways to mitigate the issue, though, mostly using extensions to do the coverage calculation and compositing in one pass. One nice thing, though, is that the mask can be cached from frame to frame in many cases.
1 reply 0 retweets 0 likes -
Replying to @pcwalton @nicalsilva
I only thought about the problem for a little bit, but it seems to me like the core issue is that for proper compositing, you don't just need to know how much each pixel is covered, you need to know how much it is covered *by each layer*. So you need multiple coverage masks?
1 reply 0 retweets 0 likes
Hard to explain my idea in a tweet, but the basic idea is to composite each layer “just in time” to save memory bandwidth.
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.