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4
votes
2answers
78 views

When to apply AA as post?

I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
1
vote
1answer
63 views

Workaround for reading and writing same texture?

To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
2
votes
1answer
57 views

Full-screen post-processing and texture size

I am newbie writing a post-processing code for mobile devices, and asking some trivial, conventional solution for a specific problem. AFAIK, post-processing in OpenGL is trivially done with FBO bound ...
5
votes
1answer
109 views

A motion blur technique which can cover curve movement path?

I am looking for a motion blur technique for real-time games. I know two techniques, velocity map and accumulation buffer. Velocity map shows very good quality, but doesn't work correctly if objects ...
2
votes
0answers
169 views

deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: #version 420 layout (location = 0) out vec4 outColor; in vec2 ...
2
votes
1answer
155 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
3
votes
3answers
971 views

How can I make a shader effect that looks like a lightly shaded pencil drawing?

I want to make a shader effect using OpenGL ES 2.0 that looks like this image: I'm not sure if this image was painted or is the result of some filter, but I want to create a shader that produces ...
2
votes
1answer
671 views

Blur shader without render textures?

Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
1answer
208 views

Regarding cel-shading of existing games

Is it possible to cel-shade existing games through API interception? I would assume yes. If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
1
vote
1answer
312 views

Writing to multiple RenderTarget2D's from HLSL shader

I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
0
votes
1answer
828 views

XNA - Error while rendering a texture to a 2D render target via SpriteBatch

I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); ...
3
votes
1answer
340 views

How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? ...
0
votes
1answer
485 views

Toon shader with Texture. Can this be optimized?

I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...
4
votes
1answer
563 views

Shader effect similar to Metro 2033 gasmask

I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get ...
3
votes
1answer
442 views

Multiple volumetric lights

I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for ...
6
votes
1answer
1k views

XNA 4.0 Post-Processing Libraries?

Are there any free XNA 4.0 post-processing libraries that are easy to hook into projects? I am looking specifically for a glow effect (although anything is great), and I should also mention that I'm ...