Hello Johannes,
On 2016-03-01 10:52, Johannes Brunen wrote:
> If I understand the article correct I do need to render into a floating
> point format color target. Here are some questions I have...
>
> How do I get the floating point format render target if I use the HDRStage?
> Where does it come from?
I suspect that is controlled by the bufferFormat field of HDRStage.
> How can I setup my own tone mapping shader with the HDRStage?
It does not look like that is a customization point at the moment.
Either making HDRStage::generateHDRFragmentProgram virtual (assuming a
new shader uses the same uniforms) or a new stage for your algorithm
would be needed.
> Do I always have to pay for the shrinking and blurring stuff?
That is used for the bloom effect where bright light sources/surfaces
"bleed" into adjacent fragments. I guess the HDRStage could be optimized
to skip these steps if the settings that control them are at 0.
> What does the shrinking do at all?
It makes the blur cheaper since it is only applied to a smaller texture
- blurring requires many texture samples making it a moderately
expensive thing memory bandwidth wise.
> How can I rescue the depth buffer from the original scene rendering into
> the display depth buffer?
Hmm, I don't recall how other stages handle that, does glBlitFramebuffer
work for the depth attachment?
Cheers,
Carsten
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