Re: Motion - weird handling of large images
Re: Motion - weird handling of large images
- Subject: Re: Motion - weird handling of large images
- From: Darrin Cardani <email@hidden>
- Date: Thu, 7 Feb 2008 14:23:16 -0800
On Feb 7, 2008, at 1:49 PM, Peter Litwinowicz wrote:
So we would have to write the code to
actually render those things in software before we could add such a
switch. We are working on ways for the application to deal with this
more gracefully in the future.
Isn't there software OpenGL code that you guys have, or can purchase?
Of course I realize that having a software-only rendering solution
would not
encourage (or force) people to upgrade their hardware when the newest
version of Motion needs better hardware to run. :-)
There certainly are software implementations. I believe we even ship
one with the system. The problem is that the performance is so low
that they're not worth considering for what we want to achieve (which
I assure you has nothing to do with forcing people to buy more
hardware from us). (Though actually, having a really slow renderer
probably would encourage people to buy faster hardware!)
I know Peter's aware of this, but for those who haven't heard my
soapbox appeal before:
If we're not currently meeting your needs with our applications,
please let us know by filing bugs or feature requests. We use bug
reports and feature requests to figure out what customers want and to
set our future directions. So if you haven't filed either a bug report
or enhancement request, we have no way of tracking that there are
people who want those particular changes. The features we release (and
bugs we fix) can seem very arbitrary, but we really do try to do those
things which will help our customers the most. This isn't a guarantee
that your particular bug or feature will be addressed, because you
might be the only person who wants it. It just wouldn't be cost
effective to do everything for everyone. But the more people who tell
us the same thing, the more weight we give to that feature or bug fix.
As an aside, you might be surprised to know what old hardware we have
to continue to support in the future. Supporting it means lower
upgrade costs for our customers, but it also often means less time for
new features, as we try to accommodate older hardware. For example, it
might be really easy to write a filter if you have hardware support
for blending in floating point mode. But if you have to support cards
which don't support that, suddenly you have a lot more code to write.
It's always difficult to find a balance, and it's impossible to please
everyone. We're trying very hard, though. :)
Darrin
--
Darrin Cardani
email@hidden
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