Is there anyway I can accomplish the same effect with GLSL? Where I draw the image in a small frame, not use anti-aliasing, and then scale it back up so I get that “pixelated” effect?
I have book that shows me how to write a toon shader, that’s not a problem. I’m just not sure if drawing in a small frame and then scaling up like I did in Blender is the solution, and if it is…I have no idea how to do that.
[QUOTE=Silence;1284100]You answered your question yourself
Check for toon shader, or cel shading in google. There are plenty of examples. This one for example.[/QUOTE]
Thanks for the answer I got the toon shading handled, but what I don’t know is how to draw to a smaller frame and then scale the final image up so it looks like the final image sample I shared in the opening thread. Don’t know what to look for.
Use FBOs; they are basically off-screen render targets. Use one smaller than your window dimensions and use the resulting texture on a fullscreen quad.
i made a code example (calling it “tutorial” would be overstated, there is VERY little description) for a simple renderer
the solution is:
– render your scene into your own framebuffer (using texture attachments)
– then copy the rendered image into the “default framebuffer” (of the window) by calling glBlitFramebuffer(…)
[QUOTE=john_connor;1284104]i made a code example (calling it “tutorial” would be overstated, there is VERY little description) for a simple renderer
the solution is:
– render your scene into your own framebuffer (using texture attachments)
– then copy the rendered image into the “default framebuffer” (of the window) by calling glBlitFramebuffer(…)