<p dir="ltr">Swapping temporary openGL tile texture between main thread and sub thread buffers. Sounds like a fun task. Because I believe there are still some things to be done in regards to setting up cycles with proper flags.</p>
<p dir="ltr">What about creating an osl shader that goes through all pixels and maps a certain blender material basing on its input as image reconstruction through the node system? </p>
<p dir="ltr">Can work on some pc's... :)<br>
</p>
<div class="gmail_quote">On 21 Jul 2015 18:58, "Sergey Sharybin" <<a href="mailto:sergey.vfx@gmail.com">sergey.vfx@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Global buffer is being created for progressive refine option, so you can try using that. But you still need to be careful writing to it because it's being accessed form multiple threads.</div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Jul 21, 2015 at 6:47 PM, Mohamed Sakr <span dir="ltr"><<a href="mailto:3dsakr@gmail.com" target="_blank">3dsakr@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div class="gmail_extra">I think the best solution would be:<br>create a single buffer in tile manager, and each tile is pointing at a sub buffer.<br>the only problem is: memory consumption will be high on GPU "imagine a buffer of size 4k with all render passes, bam"</div></div>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div><div><span style="color:rgb(102,102,102)">With best regards, Sergey Sharybin</span></div></div>
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