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Accessing the depth buffer in GLSL

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I assessed precisely what you suggested, I did some ping-pong due to the blur buffer. It had been a worthwhile test, and it verified precisely what I was considering. It generates a sharper, and much more aliased blur. The factor would be that whenever using the exact same buffer for input as well as production, when a pixel is blurred it is penned within the output buffer, and so the different pixels do their blur computations while using the value of already blurred pixels. This creates a really smooth blur and also helps reduce aliasing. Shows tend to be not affected through the use of 2 buffers.


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