Accum Buffer?
BlitzMax Forums/MiniB3D Module/Accum Buffer?
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Poking at minib3d and a recent thread have lead me to discover that the accum buffer is setup by default in minib3d atleast in the newest release. How does one go about using this? Specifically I'm interested in depth of field and motion blur as illustrated at http://glprogramming.com/red/chapter10.html using the accum buffer. |
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That is not the real life phenomenon known as "motion-blur". That is oficially known as Decay, Slow Motion or Pixel Sustain. True motion blur requires you to render (or even better, to simulate) sub-frames and mix them all up onto the buffer you'll show the user. |
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Either way I'm interested in it, and more specifically I'm interested in the DoF implementation. But don't know how to go about using the accum buffer through minib3d. |
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You'd have to know OpenGL programming (I doing know it either). It's quite a task. Having that sorted out, all you have to do is implement the feature you want, interfacing it with the minib3d framework (i.e: putting it in the right place). EDIT: Klepto2 can definitely help you with this, knowledge-wise (I don't know if he has any time available). Try sending him an email. |
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Minib3d has an example of how to use the accum buffer: http://code.google.com/p/blitzmax-assimp/source/browse/trunk/examples/minib3dsf/inc/TGlobal.bmx?spec=svn61&r=61#266 |
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Lol I totally forgot about that... thanks Pete. |
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Thanks Pete, I actually stumbled across that just last night as well. There's also accum related stuff tied to the RenderCamera() function in TGlobal. I think I need a variant of RenderWorldAA and a customized RenderCamera to get the depth of field effect, but it should be possible. Will be digging deeper as time permits. |