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Bf3 tiltshift
Bf3 tiltshift











bf3 tiltshift

BF3 TILTSHIFT FULL

Are there other alternatives to get the behavior I want (copy FBO color attachment to a texture) which would be less costly? Would the glCopyTexSubImage2D be any more costly than writing to a texture (instead of render buffer) and doing a full screen blit of the texture?Īny help would be greatly appreciated. From what I have read, due to the TBDR parallelization of the PowerVR chips, using glCopyTexSubImage2D is costly. To do the copying to a texture, I was planning to use glCopyTexSubImage2D to perform this. Not an ideal scenario, but I am having difficulty thinking of a different work around. I only have to do this copy once per camera and only if the cameras have post processors attached to them.

  • I can copy the contents from the “default FBO” (with the render buffer color attachment) to a “scratch FBO” that has a color and depth texture when the camera has post processors.
  • Since rendering to textures is slower than rendering to a render buffer (from my understanding) this becomes a performance hit when no post processors are present. If there are no post processors on any camera then the camera’s will be rendering to textures that don’t need to exist. I think this is problematic because of the performance.
  • I can have all cameras at all time render to different “default FBOPrime” which renders to a FBO which has a color and/or depth texture associated with it and then, at the end of every frame, bind the “default FBO” (the one with color render buffer), and screen blit "default FBOPrime"s color texture.
  • So, for my PostProcessor API to behave properly in all cases (as well as supporting other features such as temporal motion blur), I need to do potentially one of two things as I can see it.

    bf3 tiltshift

    The default FBO is, in most cases, rendering to a render buffer for the color attachment instead of to a texture. An example of this is when the cameras are rendering to the “default FBO” (which is constructed on iOS devices using EAGLContext’s renderbufferStorageFromDrawable function when passing in a EAGLLayer). My problem comes in the fact that sometimes the cameras are being rendered to FBOs which ARE NOT GUARANTEED to have a color texture. These textures represent the color and/or depth that the camera has rendered. The API for the PostProcessor defines that the PostProcessors take, as input, a color and/or depth texture.

    bf3 tiltshift

    The camera class can also have on it any number of “PostProcessors” (such as turning everything grayscale, tilt shift, some weather effects, etc.). In my engine I have a “Camera” class which is exposed to users of the engine. I’ve been working on my own engine and have come up on a problem. I’ve searched the net and haven’t found a definitive “best practice” so, I’ve come to this forum to seek some guidance.













    Bf3 tiltshift