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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

EndlessDiemention

Member Since 15 Jun 2009
Offline Last Active Nov 29 2012 04:59 AM
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Posts I've Made

In Topic: Theory of FBOs

17 November 2012 - 09:39 PM

OK Well thanks for all the help guys. I think that I've fixed it now. The post processing now looks something like this:

<Use Detail post>
Draw objects
<Use Blur post>
Draw detail post using a small box blur to sample multiple areas.
<Viewport>
Draw blur post + detail post composited

The upside is not only are my ugly lines gone, but its now even more blurry!

In Topic: Theory of FBOs

15 November 2012 - 06:08 PM

OK, so I tried "GL.GenerateMipmaps()" for the FBO texture, and although it fixes my problems with the ugly patterns, running it every time the FBO is updated makes it a slideshow. Badly.

If I run it once, the mipmaps are generated only for that Level0 texture. So then when the camera moves, the old image is displayed until I run GL.GenerateMipmaps() again. I have a feeling that GenerateMipmaps is something to be done when loading textures, not every damn frame. Any ideas?

In Topic: Theory of FBOs

15 November 2012 - 05:18 PM

So Kaptein, I can add mipmaps to a FBO texture, and then every time level 0 is updated, the texture's highest mipmap is updated (and it's 1px x 1px), so I can just sample that for the average brightness.

So since the FBO uses mipmaps, can I somehow force it to use maybe it's second mipmap for redrawing to another FBO to downscale it?

Koehler, so basically you suggest just drawing the scene twice to a smaller and then a larger FBO. I'll give it a shot, thanks.

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