Questions tagged [post-processing]

340 questions
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Play 2.0 RESTful request post-processing

In regard to this question I am curious how one can do post-request REST processing a la (crude): def postProcessor[T](content: T) = { request match { case Accepts.Json() => asJson(content) case Accepts.Xml() => asXml(content) case _…
virtualeyes
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HUD post-processing in Godot

I have a project in Godot that renders billboarded quads on top of enemies. The quads(meshinstances) are children nodes of the enemy nodes. I want to render just the quads to a viewport for post-processing, but the quads need to have the same…
Dave
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A-Frame: post-processing attempt works on desktop, fails in VR

I am attempting a simple approach to postprocessing in A-Frame (without using the three.js classes EffectComposer, etc., for simplicity). The approach seems standard: create a new render target render the scene into the target's texture create a…
Stemkoski
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Best method to get Outline effect with animated skinned mesh

What is the best method to get the outline effect with animated skinned mesh? An example with the model paused at a specific pose: https://jsfiddle.net/Eketol/uev9o0qp/ composer = new THREE.EffectComposer( renderer ); renderPass = new…
Eketol
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Incorrect tracing with SSLR (Screen Space Local Reflections)

While implementing SSLR, I ran into the problem of incorrectly displaying objects: they are infinitely projected "down" and displayed in no way at all in the mirror. I give the code and screenshot below. Fragment SSLR shader: #version 330…
congard
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Why isn't paperclip post processing working?

Hello I've been looking around at all the various tutorials out there for Paperclip post processing but somehow I can not get the 'Make' method to invoke. Take a look at line 36 here... http://pastie.org/private/epfgcxywhyh4wpmozypg It uploads…
yekta
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Three JS - sao post processing don't affected by fog

I have a scene with several objects (cubes), in that scene I'm using fog, I aplied sao post processing, but it won´t be affected by the fog ( sao is aplied over fog). How do I make the fog affect the sao? I'm using Three.js r95 in Chrome…
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Is it possible to do a 'unity build' with Latex source files?

Those who know C++ may know what I mean by 'unity build': *.cpp files of a project are all effectively #include-ed into a single supermassive source file following #include directives specified in *.cpp and *.h files this source file is fed into…
fatuhoku
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Extended floating point precision on mobile GPU

I'm trying to compute the gradient vector field of an image on the gpu using opengl-es 2.0. I found a cpu implementation for it which i use as a compare to my gpu implementation. The challenge here is that the cpu implementation relies on java type…
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Image Processing with Three.js With Effect Composer

Looking at the example here: http://threejs.org/examples/#webgl_postprocessing I'm curious if there is a way to perform this post-processing business on a copy of the original data set. In other words, I want to display the original rendering of my…
user985030
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OpenGL ES 2.0: attach smaller texture to framebuffer

I have implemented bloom post process effect in my game for Android using render to texture and proper shaders. It works, but the performance hit is unacceptable. So I thought that I could render the scene to smaller texture and then stretch the…
Matis
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CUDA: real time video post-processing

I would like to know if anyone could point me in the right direction here. Suppose I have a video file in some encoding (e.g., H.264), and I decode this video using CUDA's video decoding library (https://developer.nvidia.com/nvidia-codec-libraries).…
sga001
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Image blur effect in shaders

I want to do image effects such as screen blur in my game but I have a problem that it just darkens the screen slightly. Here is the class for the FBO GLuint m_fbo; GLuint m_fboTexture; GLuint m_fboDepthBuffer; void FBO::Initialize(float width,…
Jose
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Django - processing objects after .filter(...) or .all(...)

Still learning Django, so not sure if there's a nice way to do this. I have a few models with specific attributes (all use Item as base class), and a metadata table (id, language, type, value) used to store any extra attributes that could be…
btk
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Are negative gl_FragColor values allowed by GL ES spec?

I'm currently trying to blend a bunch of sprites together in Three.js. What I've found is that giving my sprite shader negative gl_FragColor.rgba values interacts perfectly with my postprocessing shader, whereas positive values are bland without…
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