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This caused by the blur textures being too small, causing loss of information. Currently, each window has its own textures for each iteration, where the first texture is the same size as the window and each next texture is four times smaller.
Since a texture can't be read from and written to at the same time, at least two textures would be required per window. This would massively increase the VRAM usage, so a different approach is required.
Hyprland seems to use two textures the size of the screen the window is currently being painted on.
The text was updated successfully, but these errors were encountered:
Also affects the built-in blur effect.
This caused by the blur textures being too small, causing loss of information. Currently, each window has its own textures for each iteration, where the first texture is the same size as the window and each next texture is four times smaller.
Since a texture can't be read from and written to at the same time, at least two textures would be required per window. This would massively increase the VRAM usage, so a different approach is required.
Hyprland seems to use two textures the size of the screen the window is currently being painted on.
The text was updated successfully, but these errors were encountered: