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aeroz

Member Since 06 Apr 2008
Offline Last Active Apr 02 2013 08:20 PM
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Posts I've Made

In Topic: Blur shader (2 passes)

02 December 2012 - 08:49 PM

FBO, shaders, and those modern computer graphics concepts are very new to me.
But they are very interesting!
Thank you for the tips!

In Topic: Blur shader (2 passes)

02 December 2012 - 02:38 PM

Thank you for the replies!
Your solutions make sense.
I'm actually implementing a kind of simple glow shader. I want to perform a blur with a specific color and then draw the original scene on top of it.
What can I do if I want to have a background image behind the glow? Do you use alpha channels in the FBO's textures?
I'm planning to do the following:
- Draw background to screen
- Draw part of the scene that should have the glow to Tex#1 with alpha channel.
- Blur Tex#1. (using the 2 pass method you explained)
- Draw Tex#1 to screen. (Background will still be visible because it has an alpha channel)
- Draw full scene to screen.

I'm not really sure if this is a good solution. Any comments are appreciated.

In Topic: Main game loop design

03 June 2012 - 05:36 PM

Have a look at this article:
http://gafferongames...-your-timestep/
It's from a game physics tutorial but this particular article is generic. It was quite helpful for me.

In Topic: Visual Studio namespace problem? (ambiguous call to boost::make_shared)

29 January 2012 - 12:20 PM

I just tested the code under g++ and it compiles fine. Strange... (using #include <memory> and -std=c++0x)

In Topic: Visual Studio namespace problem? (ambiguous call to boost::make_shared)

29 January 2012 - 11:25 AM

Looks like I have to prefix it with boost::.

http://en.wikipedia.org/wiki/Argument-dependent_name_lookup#Criticism

Thank you for the information!

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