Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Modeling water droplets

This topic is 4192 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

I'm trying to model a stream of water as particles (e.g. from a garden hose). The water is fairly turbulent with a lot of air bubbles - refraction is not likely to be an issue. What I'm trying to do is display the droplets as semitransparent with a blurred background - similar to Vista's glass effects. I'm using OpenGL and GLSL with a custom engine. If possible, I'd like to avoid doing a glReadPixels() call, as that would slow things down a lot. I'm thinking of maybe doing a two-pass render - render once (without the water) into a framebuffer object, make a texture off of that, and then use that texture to do the blurring on the GPU. Does this seem like a reasonable way of doing things? If so, I'm looking for implementation suggestions, and if not, what am I doing wrong?

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!