Comment 7 for bug 1374594

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Juha Jeronen (juha-jeronen) wrote :

1) True. I'll see what I can do. (I'm currently writing a short proposal for the new design.)

2) True, and indeed the lens flare filter does it that way. This only becomes a problem if someone writes a single-stage filter (where all code goes to the compositing stage) that requires one of its texture inputs to be flipped. I think it's conceivable that could happen - but I have no idea how likely that is.

If you think it's over-engineering to account for that case, then I'm fine with leaving this part as it is. Given the current collection of shaders (including upcoming ones), that feature is not yet needed.

It didn't cross my mind to flip the quad - you're right about that.

My point about camera-based mirrors was that after the view has been rendered from the mirrored viewpoint, then as one step in the process, the left and right need to be somehow swapped in order for the object in the original view to behave like a real mirror. But I see I wasn't thinking this completely through - a simple swap of the whole view texture hardly does what is needed. Thanks for the correction - I need to read up on the standard way to do this :)