hello,
I made a triangle blur patch, based on Guido fastblur patch.
the fastblur patch did make some approximation that give very bad result with very thin primitive (try with a vertical line by example).
this triangle blur did not make this approximation, so it need 14 rendering pass to have about the same max blur amount than the 10 pass fastblur. but quality is better, and you can easily adjut the pass number in order to set the maximum blurring. you can also tweak this triangle blur patch to make the same kind of approximation, for reducing pass number but loosing quality.
anyway, this patch did not need to resize frambuffer, so it's more realtime friendy.
lot's of work need to be done in order to be generic, but it's a good start...
Cyrille
sorry for the missing abstraction. c
Le 29/10/2011 13:03, cyrille henry a écrit :
hello,
I made a triangle blur patch, based on Guido fastblur patch.
the fastblur patch did make some approximation that give very bad result with very thin primitive (try with a vertical line by example).
this triangle blur did not make this approximation, so it need 14 rendering pass to have about the same max blur amount than the 10 pass fastblur. but quality is better, and you can easily adjut the pass number in order to set the maximum blurring. you can also tweak this triangle blur patch to make the same kind of approximation, for reducing pass number but loosing quality.
anyway, this patch did not need to resize frambuffer, so it's more realtime friendy.
lot's of work need to be done in order to be generic, but it's a good start...
Cyrille
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