Lee04
14-02-2006 12:31:01
Hi
One of the cooler shaders we want to use with oFusion is the shader from the book GPU_Gems2 per-pixel displacment.
However it uses a 3D texture as a look up table in the shader.
When we used this before with Ogre we had to create in runtime the 3D texture and compute and fill it our self before it was handed to the shader
because Devil could not load 3D textures. Or else we could have done this with an external little tool that created the 3D texture and saved it to disk that devil then could load.
To my question:
How should we go about using per pixel dislacement shaders and other shaders that require RTT thingings and 3D volume textures per see.
Regards
Lee04
One of the cooler shaders we want to use with oFusion is the shader from the book GPU_Gems2 per-pixel displacment.
However it uses a 3D texture as a look up table in the shader.
When we used this before with Ogre we had to create in runtime the 3D texture and compute and fill it our self before it was handed to the shader
because Devil could not load 3D textures. Or else we could have done this with an external little tool that created the 3D texture and saved it to disk that devil then could load.
To my question:
How should we go about using per pixel dislacement shaders and other shaders that require RTT thingings and 3D volume textures per see.
Regards
Lee04