Closed sarahzrf closed 7 years ago
I did initially use an SVG blur, but it was incredibly slow - on a full size image, I was getting under 15fps. Quasi blur is the best you'll get for realtime unless I move to WebGL ala Kepstin's hues
Ah, that's a shame :\
Actually, how hard would it be to just transplant Kepstin's code?
Annoyingly. Requires an entire rewrite of the rendering pipeline.
As far as I can tell, you're currently faking the motion blurs by drawing a bunch of copies of the image. I just thought I'd mention that it's possible (albeit kind of hacky) to get genuine 1-dimensional gaussian blurring in canvas using SVG filters: here's a demo.
Sorry to waste your time if you already knew about this and had reasons not to do it this way!