Hi Stefano,
Stefano wrote:
>> Hi there,
>> i'm trying to implement a basic depth of field effect in my scene
>> using the mipmap method.. (more on this here
>> http://ducati.doc.ntu.ac.uk/uksim/dad/webpagepapers/Game-18.pdf)..
>
> I wonder also if there is some simple known way to pass Image
> generated mipmaps to a SHLChunk... Do I have to generate and pass them
> manually to the shader?
You mean mipmaps that are stored in the in OpenSG Image? Those are
automatic, whenever you use the Image in a texture. In general, if you
have the texture's filter set to use mipmaps, they are created when the
texture is uploaded.
However, the paper you reference talks about dynamically created
mipmaps. Those are a different story, and I don't have an immediate
solution for that, as it will take a multipass rendering approach. It
would be very interesting to be able to get this as an option for the
TextureGrabForeground (hint, hint :).
Yours
Dirk
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