despoke
06-24-2006, 05:25 PM
Hi there!
I am currently implementing various post-effect shaders in OpenGL (depth of field, bloom effect). So far, I was rendering quads on screen to apply all my post effects, but I would like to use glRect() instead (faster in theory and avoid interlation artefacts?).
My problem is that when I was using glBegin(GL_QUADS) I could also send uv-coordinates for each vertex of the quad. But it seems impossible using glRect()!
I could recompute the UV coords from the normalized-device-coordinates of the vertex in the vertex shader, but this causes the framerate to drop on my (old radeon 9600!!!) graphic card from 70 to 60 fps.
So, does anybody know a way to send vertex attributes (like uv coords) when calling glRect()?
Cheers.
I am currently implementing various post-effect shaders in OpenGL (depth of field, bloom effect). So far, I was rendering quads on screen to apply all my post effects, but I would like to use glRect() instead (faster in theory and avoid interlation artefacts?).
My problem is that when I was using glBegin(GL_QUADS) I could also send uv-coordinates for each vertex of the quad. But it seems impossible using glRect()!
I could recompute the UV coords from the normalized-device-coordinates of the vertex in the vertex shader, but this causes the framerate to drop on my (old radeon 9600!!!) graphic card from 70 to 60 fps.
So, does anybody know a way to send vertex attributes (like uv coords) when calling glRect()?
Cheers.