Lens Distortion
Hello,
the projection of opengl is that of a pinhole camera, so
I want to simulate the behaviour of a planeconvex lens.
I want to do the following:
Render scene to a texture (bound to fbo).
Then I want to transform this texture in a fragment shader.
What is the common way to do this in a shader program ?
(Having a great texture (e.g. 2048²), I want a destination image
of size 1024² with the filtered texture image)
So how would I retrieve the destination image?
Would I bind the texture, draw a quad filling the whole screen?
The for each fragment the fragment shader would fetch the right texels
and put it on the framebuffer?
Then I will read it back?
For doing some sort of interpolation or decimation, like
having a 1024x1024 texture/image and wanting a destination 8x1 image.
Can I do for-looping in a shader ? Or how would I handle different sizes ?
Thanks!
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