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ambient Occlusion

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I want to implement one of the ambient occlusion algorithms as described in here. But in first step I have to read the depth buffer and save the normals in eye space in a texture. But I do not know how to save the normals in a texture. (http://www.gamerendering.com/category/image-enhancements/) Does there anybody know how to save the normals in a texture? Moreover is there a clear totorial for Screen Space Ambient Occlusion? Thanks.

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In order to store the normals in a texture you need to use a render target (if you are using newer hardware look at Frame Buffer Objects).

Once you create an FBO, you can have a shader grab the normals when you render the object, and instead of writing them to the screen, you write them into a texture that is within the FBO.

This will get you started.
http://www.gamedev.net/reference/articles/article2331.asp

and then i suggest going to the Nvidia website and looking at their sdk, they have some examples of using FBOs.

If you have older hardware, you need to use a pbuffer (i think).
Hopefully you dont have to go that route.

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