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Re: using opengl to filter texture?

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: using opengl to filter texture?
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Wed, 31 May 2006 20:23:58 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0407D35F-6DE8-4D55-A249-F2E42AF09616 at divergentmedia dot com>

On May 31, 2006, at 1:48 PM, Mike Woodworth wrote:

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?

Assembly fragment shaders are supported on all decently modern hardware and offer general purpose per-pixel programming. If you don't mind working in assembly, anyway :-) If you want more info or a head start, don't hesitate to drop me a mail. I can explain stuff, send example shaders and RB code, whatever.

You could do some effects without shaders, but it would be more painful and less flexible in the long run. GLSL (OpenGL Shading Language) is a C-based graphics programming language; GLSL is the successor to assembly shaders. Unfortunately, Panther doesn't support GLSL, so I haven't played with it yet :-(

Asher

-------------------------
Asher Dunn
Head Developer, Fireye Software
http://www.fireyesoftware.com/
AIM, Yahoo, MSN: crazedglkid


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