Closed Shun87 closed 8 years ago
You reduced the range in X and Y from -1.0 - 1.0 to -0.5 - 0.5. That halves the size in both dimensions, leading to an image that is one-quarter the size of the original image.
@BradLarson Sorry, but the result x or y is only 0.25, not 0.5, the image is 1/16 the size of the original image. So I think there must be something wrong, you can have a try.
Hello, When I run FilterShowcase demo, I made a change to the newFrameReadyAtTime function of GPUImageFilter class like this, change all value in imageVertices from 1.0 to 0.5: static const GLfloat imageVertices[] = { -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, }; The result texture rendered on screen in gaussianBlur demo was 1/4 size of view port, I think it should be 1/2, what's wrong? Other filter works well, for example gray scale.