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> If you take a look at the video in my README, you'll see how bad it is. Ahh, the video threw me off originally, I think because of the FPS glitches on the fu
by sudara 3y ago
> If you take a look at the video in my README, you'll see how bad it is.
Ahh, the video threw me off originally, I think because of the FPS glitches on the full width — but I see it now! Big bands of blue on the left and right edges. I'll have to cook up some examples to reproduce. Also curious what it means (if anything) in the drop shadow context.
> I can say there is a huge performance tradeoff in using real division
Makes sense. It would also throw a wrench in my vector implementations, where the expectation is to perform the same operation efficiently across groups of pixels.
> and that my library was therefore the best :)
Haha, well it was for me! I don't know Rust, but it helped me figure out my first C++ implementations!
- LoganDark 3y ago> Also curious what it means (if anything) in the drop shadow context. Nothing if the edges of your bitmap (up to the blur's radius) are transparent. :)