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Leif

OpenGL Sun flare question?

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Yup, it's a book. I'd recommend it.

I'm not sure how you'd keep the depth buffer under OpenGL, but under DirectX you just do something like this:

Direct3D_Surface *pDepthBuffer = D3DDevice->GetDepthStencilSurface();
D3DDevice->SetRenderTarget(newRenderTarget, pDepthBuffer);

I'm sure there's an equivalent under OpenGL.

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Superpig - I like this idea, lemme ask a few questions:
the 'separate render target' must then be a texture the same size as the backbuffer, correct?
Do you blend it back over the scene with an screen-sized alpha quad?
Is the fact that it is probably not a power-of-two size a concern for older HW?

thanks,
joe

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