Hi Adrian,
This looks very nice! Could you give a little more background info? Did
you use the nvidia paper as starting point? E.g. I am curious if this
technique is applicable for large outdoor environments.
Thanks a lot
Raymond
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Robert,
i implement a first version of SSAO effect and i have only one issue
left in the implementation. the whole thing works nicely with GLSL
shader, mutlipass-rendering when we don't resize the window, actually
512x512. so
what sould i do, to replace this issue. ?
Another thing is to remove the last pass GLSL shader, is there a way
to solve it under common openGL textureing? Mutlitextureing? Or any
other idea.
This version supports:
(Transparant faces: just disable for transparent faces like window,
glass the detph writing, the depth buffer will hold only
un-transparent z-values (alpha > 0.9) )
toggle ssao on/off with key 'a'
have a look and i will be happy to get any ideas to improve the stuff.
FPS is about 30.
/adrian
--
********************************************
Adrian Egli
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