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megatron242

radial blur

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Hi, I've been trying to improve the performance of the radial blur I have in my small racing game. It appears that the bottle neck is in rendering the backframe to the texture. I'm on a laptop, so the graphic card is rather weak, and WGL_ARB_render_texture is not supported. I was wondering if it's possible to adapt the shader given in http://www.gamerendering.com/2008/12/20/radial-blur-filter/ (or a similair one), so it would work on the "raw" buffer (i.e., without first first rendering to a texture, and then rendering the texture). This is my first attempt with shaders, so any advice would be appriciated. thanks, vince

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No, OpenGL cannot read from 'raw' framebuffers, only from textures.
Another option you have to do that is GL_EXT_framebuffer_object, which lets you render directly into a texture and doesn't require the context switch that pbuffer and render_texture need.
Either way, if you think copying a single image is a problem on your laptop, the radial blur shader itself is probably way worse (because that's one heavy shader - equal to 10 copies plus shader math!).

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