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 ------------------------------------------------------------------------------ Site24x7 APM Insight: Get Deep Visibility into Application Performance APM + Mobile APM + RUM: Monitor 3 App instances at just $35/Month Monitor end-to-end web transactions and take corrective actions now Troubleshoot faster and improve end-user experience. Signup Now! http://pubads.g.doubleclick.net/gampad/clk?id=272487151&iu=/4140 _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users