Jason Daly wrote:
> I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the
> technique (though I've never implemented it).  I wouldn't think it would
> be terribly hard to translate the HLSL code to GLSL, would it?
> In any case there's a gamedev.net article on it (with HLSL .fx file
> provided) here:
>   http://www.gamedev.net/columns/hardcore/pom/

  I was worried because I thought the presentation implied it was using some 
special
DX/HLSL tricks that might give me fits trying to port, since I know diddly 
about HLSL and
DX. So I was hoping somewhere it had already been done. It looks like such a 
useful
technique for many effects that I figured everybody and their brother would be 
using it.

-- 
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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