Archived

This topic is now archived and is closed to further replies.

Drath

Blur stored in another texture rather than alpha (DepthOfField)

Recommended Posts

Drath    138
The DepthOfField example outputs the blur factor into the alpha color which would off limits in my application which needs that for transparency. I was wondering if it would be practical to render it to a seperate texture which leads to two questions: Would it be efficient enough? If I did this I could potentialy have 3 other channels (depending on format) that I could use for other effects. What other effects could be used in this fashion. Thanks...

Share this post


Link to post
Share on other sites
L_dot_N    122
Yes it can be very fast when you calculate it after you scene with the z-buffer of the first run(Z test equal,same buffer size).
The 3 other channels can are a littel bit hard to get,but for shadowmaps, Volumen Fog, Specular and extra light bits they can be useful.

Share this post


Link to post
Share on other sites