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Accumulation

Posted: Thu Mar 25, 2010 10:46 pm
by Kjell
8)

Basic example of the accumulation buffer in action ( quite heavy, so use with caution ) using opengl32.

K

Posted: Fri Mar 26, 2010 2:51 pm
by jph_wacheski
Looks great in the images, however I do not get the effect on my card,. any idea?

Posted: Fri Mar 26, 2010 3:30 pm
by VilleK
It works (and looks great!) when I try it on nVidia, but no effect on my ATI-card.

I believe that when the OpenGL context is created you can specifically ask for an accumulation buffer and zge does not do so because we haven't needed it so far and we don't want to fail the video init if no accumulation buffer is available. Perhaps on nvidia it creates memory for accumulation buffer anyway by default.

Posted: Fri Mar 26, 2010 3:37 pm
by Kjell
Yea,

You're right, there are a couple of Accum related flags available in the PIXELFORMATDESCRIPTOR. Too bad ( doesn't ChoosePixelFormat attempt to select the best PF from your specification, instead of failing when a requested flag isn't supported though? ). But anything you can do using the Accumulation Buffer you can do with shaders as well .. and a whole lot faster too, just takes a bit more effort :)

K

Posted: Fri Mar 26, 2010 4:25 pm
by y offs et
Not sure. I get forward/back with blurred dots, but nothing like the pics.

Man, if I hadn't snagged an openGL text from a bargain bin once, I wouldn't know what was what!