hueney79
03-08-2005, 06:51 AM
Disclaimer: This is my first Shader program.
I am looking to render many rain drops on a mesh surface using OpenGl SL, but I have a few questions. My rain drops will not be meshes, but instead I will be bending normals of the surface where the rain drop should be to create the effect of light bending through the drop.
I want to be able to place the texture of the mesh surface into memory, then at scan conversion time look at an array of drops and see if any of them are covering this position of the texture, then bend the normal accordingly, and possibly get a new pixel color.
Does this seem like a GLSL solvable problem?
Do I need a new graphics card in order to loop through the drops? I currently use a Raedon 9500.
Can I access a texture randomly to update its pixel color?
Are there any other concerns I should have?
Thanks in advance for your help with a newbie. :)
I am looking to render many rain drops on a mesh surface using OpenGl SL, but I have a few questions. My rain drops will not be meshes, but instead I will be bending normals of the surface where the rain drop should be to create the effect of light bending through the drop.
I want to be able to place the texture of the mesh surface into memory, then at scan conversion time look at an array of drops and see if any of them are covering this position of the texture, then bend the normal accordingly, and possibly get a new pixel color.
Does this seem like a GLSL solvable problem?
Do I need a new graphics card in order to loop through the drops? I currently use a Raedon 9500.
Can I access a texture randomly to update its pixel color?
Are there any other concerns I should have?
Thanks in advance for your help with a newbie. :)