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Framebuffer Distortion and PBuffers

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Hi everyone! Been working on my new engine, and I'm trying to implement framebuffer distortion type effects like heat haze, refraction, and that sort of thing. The main thing I'm unsure of is where exactly it fits into the pipeline. I've looked around a lot, and can't seem to find an answer. The way I'm going about it now is to render the entire scene (without geometry that has any framebuffer distortion) on pbufferA and then doing another pass in which all geometry with those effects are rendered and the pbufferA texture is passed to all such shaders--all this is rendered to pbufferB. Finally, pbufferB is drawn to the screen with a quad. Is this a good way? If not, what should I be doing? I'm really stuck on this, so any help would be very much appreciated!! ~fixxorion

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That sounds right to me. Its kind of the same way you go about doing deferred shading.

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Thanks for the response! Glad I'm on the right track. :)

I do have another follow-up question to that. After the first pass, you have to copy the depth buffer over to the other one right? In OpenGL, what's the best way to do this?

Thanks again!

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