On Mon, Aug 17, 2009 at 11:59 PM, Ian Mallett<[email protected]> wrote: > On Mon, Aug 17, 2009 at 1:42 PM, Hugo Arts <[email protected]> wrote: >> >> How about writing a fragment shader? > > Well, vertex shaders and fragment shaders go together. Sometimes a geometry > shader can be added between them. Together they're a "shader". >> >> I don't know whether this would >> work or what performance would be like, > > The performance would be amazing. Basically, it would take two texture > samples and move one into the other, if applicable. So few operations would > run in the hundreds of frames/second. >> >> In any case an FBO is probably fast enough >> for whatever amount of particles you want to throw at it. > > Well, a FBO is basically a screen--now you need something to draw on it ;-) > You can use the traditional pipeline, but what's wiser is to use the shader, > because the instructions for doing this sort of thing are very specific. > > I might make a little example of this based on my upcoming shader library--a > completely renovated edition of some of my earlier work--if anyone's > interested. > > Ian >
Ah, sorry, missed that you already mentioned a shader in your previous post, thought you were going to use an FBO in some different way I didn't know about. I know the basics of 3D graphics programming, just not the details ;-) Always wanted to invest more time learning those details, never get around to it unfortunately
