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Enable weighted blending between calls to render #1148
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I can see an argument that some might need to clear the weights between calls to renderer especially when they are using differerent cameras for an unrelated "scene". But i figured this would simulate a workflow that we often have where we "stream" in the data from a larger source and can't keep all the image data in GPU memory at the same time. |
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The triangle draw using the new weighted pipeline to highlight the fact hat you can fully utilize the weighted blending properties for any "scene", not just the "first" one. |
Small fixup found in the development of pygfx#1148
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Small fixup found in the development of #1148
This enables the blender to retain its state while it hasn't been completely cleared. This is useful if users are trying to render a scene manually, object by object, streaming in the objects from disk or other source slowly. One can recreate the same effect from the image_stitching.py example
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Thanks, nice work! With the clear()
it fits in perfectly! Also great to have a validation example 🚀.
Head branch was pushed to by a user without write access
screenshot has been uploaded from CI. |
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awesome example.
thx thx. |
Probably not that important, but I'm a bit confused. The new validation example was not failing, but you uploaded a new image and it still works. Or is the new image only different in its metadata? |
Hmm. The last two commits were mine preceded by yours. Yours shows red. Likely because of aa changes. Then I just downloaded the screenshots and uploaded them. |
Ah, now I see. My small tweaks were fine, but merging with main likely affected aa. |
This enables the blender to retain its state while it hasn't been completely cleared.
This is useful if users are trying to render a scene manually, object by object, streaming in the objects from disk or other source slowly.
One can recreate the same effect from the image_stitching.py example
Part of this comes from our desire to display truely huge images.