Hi Janusz,
I've never done a depth of field effect myself, but I'd start render
to texture and then in second pass resample this texture in a shader
to provide the blurr effect. Generating a mipmap from the render to
texture might be very useful to streamline the sample.
Robert.
On Sat, Feb
Dear All:
How can achieve the famous depth of field effect where only a portion
of a scene is clear with the remaining part blurred/jittered.
I understand I need to use the accumulation buffer and multi-passing but
how ?
I have alredy looked into the osgmotionblur example and a few other
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