Perhaps 2048 hits a limit on your hardware and it falls back to software. You don't need to scale up to a power of two for the capture though since pix_snap2tex uses subtexturing or rectangle textures when available. Even at powers of two the 2048x768 is 2048x1024 which is the exact same number of pixels as the two 1024x1024.
<br><br>cgc<br><br><div><span class="gmail_quote">On 8/19/06, <b class="gmail_sendername">Erich Berger</b> <<a href="mailto:eb@randomseed.org">eb@randomseed.org</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
> exactly, i work at the moment for a project with 2048*768 (2 screens).<br>> to be able to make fullscreen motionblur i need to snap 2048*2048<br>> which puts cpu to 98%.<br>><br>> anyway i found a workaround for the workaround which delivers a
<br>> good result for just 10% cpu; i compose the fullscreen motionblur<br>> out of 2* 1024*1024 snaps, textured on 2 squares.<br><br>i forgot to mention that i also had to scale down the gemwin to<br>1600 * 600 for the 10% cpu
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