RE: How Would You Visualize DOF in GL?

Date : Mon, 3 Mar 2008 12:26:06 -0500
To : <XSI(at)Softimage.COM>
From : "Luc-Eric Rousseau" <lucer(at)Softimage.COM>
Subject : RE: How Would You Visualize DOF in GL?
there is nothing fundamental blocking AA in the XSI viewport.  The
problem is that if it's forced enabled in the driver, XSI
[can't]/[doesn't know to] turn it off when it does its raycast selection
pass.  Something implemented with display passes should  not interfere
with selection; it's all ok as long as you clean up your OpenGL states.
Now the AA extensions actually requires buffer setup that needs to be
done by XSI when it's creating the view, so I don't think you can turn
it on at all from a shader.

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Alan Jones
Posted At: March-03-08 12:18 PM
Posted To: xsi
Conversation: How Would You Visualize DOF in GL?
Subject: Re: How Would You Visualize DOF in GL?

Though we won't get antialiasing in the working viewport because of
the way selection
works right? It'd require a rewrite of all the selection tools I
imagine. Wouldn't DOF cause
the same problem?

Cheers,

Alan.

On Mon, Mar 3, 2008 at 5:08 PM, Luc-Eric Rousseau <lucer(at)softimage.com>
wrote:
>
>
>
>
> this indeed can be done with this technique, but you can't do this
with the
> actual OpenGL accumulation buffer, because it's not implemented in
hardware
> and it's therefore slow.  You'd do this with a floating point p-buffer
> instead.
>
> p.s.: the XSI viewport capture implements anti-aliasing with the
> accumulation buffer, using the same technique.
>
>
>
>
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of
> Steven Caron
>  Posted At: March-01-08 8:19 PM
>  Posted To: xsi
>  Conversation: How Would You Visualize DOF in GL?
>
>  Subject: Re: How Would You Visualize DOF in GL?
>
>
>
>
>
> this is using an accumulation buffer i believe...
>
>  http://www.cs.uiuc.edu/class/sp06/cs419/accum/accum.html

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