Timeline for OpenGL GLSL - Sobel Edge Detection Filter
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Jun 22, 2016 at 12:27 | history | edited | Julien Guertault | CC BY-SA 3.0 |
Added basic information about MRT.
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Jun 21, 2016 at 2:52 | comment | added | Julien Guertault | @enne87: Happy to help. :) | |
Jun 20, 2016 at 21:15 | vote | accept | enne87 | ||
Jun 20, 2016 at 0:12 | comment | added | Julien Guertault | When you create the framebuffer for your rendering pass, you can attach more than one texture to it. If you attach a depth texture, it will be used automatically for depth. It you attach another color texture you can write into it separately (see opengl.org/sdk/docs/man/html/glDrawBuffers.xhtml), a feature called "Multi Render Target" (MRT). | |
Jun 19, 2016 at 14:25 | comment | added | enne87 | Nice information, thanks Julien. One more question: How could I use the depth or normal information in my fragment shader? I'm still quite new with GLSL and therefore have no idea how to include the values in the Sobel algorithm. | |
Jun 19, 2016 at 13:10 | history | answered | Julien Guertault | CC BY-SA 3.0 |