On 31-May-06, at 1:48 PM, Mike Woodworth wrote:
so,
i've made great progress with the help of glgeterror() and a few
online tutorials. i now have opengl drawing my gworld to an opengl
scene. now i'd like to extend this to allow me to filter the
texture before displaying it - ie: lighten, darken, change hue, and
contrast. is this done via shaders? what should i search for,
where do i start? can it be done in rb?
I'm not really up to speed with shaders but using them in RB
shouldn't be a problem since they're uploaded to OpenGL as strings
and compiled/linked using standard calls. There's a good GLSL
introduction here: <http://www.lighthouse3d.com/opengl/glsl/>
A lot of image manipulation can be done using fixed function blending
and/or register combiners but fragment shaders are your best bet for
accurate reproduction. OpenGL's built-in imaging APIs and colour
matrix transforms could be useful here, but apparently they aren't
accelerated on consumer hardware.
Frank.
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