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About ultrablox

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  1. ultrablox

    Mac OS accumulation buffer

    yes, i used glext.h, and FBOs work well. But the problem is in the accumulation - i want just to sum pixel values after few render passes. Now, i do it with enabling blending like GL_ONE, GL_ONE, but maybe there is a faster way?
  2. On Mac Book Pro (OpenGL 2.1 NVIDIA-8.0.51. , GLSL version: 1.20) i want to accumulate result color after few render passes. Really, it can be achieved with glBlendFunc(GL_ONE, GL_ONE), but blending is so slow. I just want to take current texel value and add new as simple adding RGB. I read about accumulation buffer, but on mac os glAccum isn't declared. Also, i want to render it to offscreen framebuffer. Is it possible?
  3. Hi! The only question is - how? After reading forums, I found many old similar themes, where the conclusion was that the approach was not good on current hardware. But now we can use texture arrays to store many fragments per render-pass. So - it is possible, even with memory or performance limitations. But maybe deferred rendering is suitable only for opacue objects? I think about starting to implement deferred shading with FAT-FAT-FAT G-buffer, where MRT is replaced with storing data in 3d-textures like in http://www.geeks3d.com/20100610/3d-programming-fast-a-buffer-algorithm-demo-using-opengl-4-0/ , but I am very afraid, that in final after two weeks of hard work it will be slow ugly shit. Can you advice anything or give me a useful link?
  4. Is there any way to use in direct3d 11 HLSL texture objects where coordinates are varying from [0..image_size_in_pixels]? Like GL_TEXTURE_RECT in openGL?
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