2D Filter sample resolution variation?

Hello again! Just wondering… Would it be possible to lower the resolution of samples custom 2D filters take, so as to speed up framerate? Not just adjusting the scale of the screen, but just some of the samples it takes… Y’know, this:
texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
I’d like to keep one sample at the standard screen resolution, but for making blur filters, I’d like to use others… It’d be quite a bit more efficient.

Downsampling isn’t supported yet, afaik, but its on the wishlist.

Kay. Thanks.

You could use a math function to check the X or Y value sampled. For example, since it goes from 0 to 1, you could check to see if the sample coordinate multiplied by the screen resolution’s width and height (so that the results are even numbers) divided by 2 has a remainder (with the modulus (%) operator). If so, continue with the script. Otherwise, it would end there. This way, you could skip every other pixel, though I’m not sure how fast it would be. It would be best to not use if statements, but that might be the only way to do it, so it might be too slow.

Hmm… I see what you’re saying. I hate to say it, but I’m one of the worst coders out there. And I don’t know about the speed of it… Of course, I suppose that depends on the approach. Thanks for the input! Have plans for downsampling been announced, by any chance, do you know? I’m attempting to make a sort of fog filter that places for glow around lights… Of course, the blur I’m using is rather extensive, and thus requires quite a few samples to look nice… Of course, that results in quite a lot of lag.