Understanding Opengl Programmablepipeline Linearconvolution Jogl
Let's dive into the details surrounding Opengl Programmablepipeline Linearconvolution Jogl. Some fragment shaders implementing
Key Takeaways about Opengl Programmablepipeline Linearconvolution Jogl
- Simply renders a fullscreen quad filled with a 2D texture to a FBO wich is afterwards used as texture for a pre-/post-/blender-filter.
- Simple routine using a fragment shader to generate some kind of 'circle interference' pattern known from the good old AMIGAAA!
- "Cubemapping" using the fixed function pipeline.
- "Intermediate Particle System" using a more complex movement algorithm as in the "Basic Particle System".
- OpenGL JOGL
Detailed Analysis of Opengl Programmablepipeline Linearconvolution Jogl
Linear convolution Same code as in the basic "Particle System" routine, but varied parametes. With particle system I guess decent configuration is ... Basic stateless "Particle System" calculated entirely as vertex shader.
"Motionblur" using the accumulation buffer from
That wraps up our extensive overview of Opengl Programmablepipeline Linearconvolution Jogl.