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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