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About EndlessDiemention

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  1. OpenGL Theory of FBOs

    OK Well thanks for all the help guys. I think that I've fixed it now. The post processing now looks something like this: <Use Detail post> Draw objects <Use Blur post> Draw detail post using a small box blur to sample multiple areas. <Viewport> Draw blur post + detail post composited The upside is not only are my ugly lines gone, but its now even more blurry!
  2. OpenGL Theory of FBOs

    OK, so I tried "GL.GenerateMipmaps()" for the FBO texture, and although it fixes my problems with the ugly patterns, running it every time the FBO is updated makes it a slideshow. Badly. If I run it once, the mipmaps are generated only for that Level0 texture. So then when the camera moves, the old image is displayed until I run GL.GenerateMipmaps() again. I have a feeling that GenerateMipmaps is something to be done when loading textures, not every damn frame. Any ideas?
  3. OpenGL Theory of FBOs

    So Kaptein, I can add mipmaps to a FBO texture, and then every time level 0 is updated, the texture's highest mipmap is updated (and it's 1px x 1px), so I can just sample that for the average brightness. So since the FBO uses mipmaps, can I somehow force it to use maybe it's second mipmap for redrawing to another FBO to downscale it? Koehler, so basically you suggest just drawing the scene twice to a smaller and then a larger FBO. I'll give it a shot, thanks.
  4. OpenGL Theory of FBOs

    Hi! I'm trying to get a basic post screen shader system working. When I draw directly to the screen, I get around 300fps when just drawing one quad. When I put on a basic bloom filter, I have several issues. First, the frame rate drops to around 30-60. So basically, I draw the scene to an FBO, then draw the FBO on a quad onto yet another FBO, whilst shading it. I repeat this 4 times: The first stage collects the full resolution scene image. This is then downscaled and blurred horisontally to another FBO. Next, it's blurred vertically onto another FBO. Finally, the full resolution image and the blurred one are passed to a final fragment shader which composits the two onto a quad on the viewport. I could do it in one go, but I wanted a really thick blur without way too many samples. Further, I intend to extend this system to do more complex things like HDR etc.etc.This is kinda my first shot at OpenGL - I'm using C#/OpenTK for it. Also, when I downsize the FBO texture it results in [url="http://en.wikipedia.org/wiki/Moir%C3%A9_pattern"]Moire Patterns[/url] when there are a lot of lines on screen. Can you use mipmaps for FBOs? What do you normally do in this circumstance? Do you draw the scene twice to two differently sized FBOs? Basically, I'm sure my research has gone terribly wrong somewhere since the framerate drops that much. Am I doing it (basically) right?
  5. Game Engine trouble

    Wow. Thanks loads. I got it working. Thanks again.
  6. Game Engine trouble

    Thanks, that helps a bit, but I need to know how to get the DLL to actually open a window aswell. Also, some of that seems to be in C#, and may use some fancy feature of that I dont know about. Help would be much appreciated.
  7. Game Engine trouble

    Basically, I want to make and engine in C++. However, I also wanted to use windows forms, and the clr as well. This left me tring to use managed direct X, which I got working, but is completely different to normal direct X. Seeing as there aren't many resources on MDX, I then decided to put my engine into a DLL. I need the DLL to either (do both): - Put Direct X in a panel on the forum (I know in the Crysis Sandbox editor they magically do that somehow) - Put Direct X in a new window, using the ancient windows API. I have no idea how to do this. I cant seem to make the DLL popup a window, let alone in a panel on a form. Any help would be much appreciated as I cant continue without fixing this. Thankyou in advance.