Hi
I have been tryng to get glow working in a faster way than the one i have implemented.
Currently, i’m doing this :
- render scene normally
- change context to pbuffer\resize viewport
- render scene again but all in black
- render glow materials
- blur texture
- change context
- render 2d quad all over the screen with the blurred texture
This works fine, but it has the drawback of having to render the scene twice
I was told that instead of rendering the scene all in black, i should use the zbuffer of the scene, and so rendering the glow materials they would be occluded because the depth information would already be in the frame buffer, but , it’s not working.
When i change to a pbuffer, does the pbuffer share the depth information from the rendering context ?
If not, is there some other way to do this ?
thanks,
Bruno