0
votes
0answers
32 views

Render just light, apply post processing and apply texture

Hi I have to apply a postprocess just on the irradiance and not on the colour texture, what is the best way to do the following: Render Irradiance (i.e. no diffuse colour) Apply post-processing ...
0
votes
1answer
165 views

Render scene twice in OpenGL, overlay second render with tranparency

Is it possible to render two scenes (same scene with different setups) without any alpha, and after that is done just overlay the result from the second render on top of the first layer with a static ...
0
votes
1answer
165 views

How to use FrameBuffer objects (OpenGL)

I want to draw a 2D scene and after the scene i want to draw some light effects. When i draw some light, i create a FBO, draw in it and when finished with drawing, i want to create a texture where i ...
4
votes
2answers
442 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
1
vote
1answer
236 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 ...
3
votes
0answers
350 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
243 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 ...
0
votes
1answer
674 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 ...