Jump to content
  • Advertisement
Sign in to follow this  

OpenGL HDR faking in ogl

This topic is 4748 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, regarding an opengl implementation of what is generally considered "fake" HDR (in which 8 bit render targets get downsampled + gaussian blurred + filtered back up then blended with the back buffer). All the papers I can find say to render scene once to back buffer, copy to a smaller render target (what opengl call - if any - will do this?) then apply the usual process. If there is no opengl equivalent to the dx strechrect() then I will use a full size render target and compisite that with the results of gaussian filtering a downsampled version.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!