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