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  Post-Processing Effects  (Read 907 times)
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Offline HeroesGraveDev

JGO Kernel


Medals: 212
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If it wasn't Awesome, it wasn't me.


« Posted 2013-04-19 23:40:39 »

I've got to the stage where I want to use post-processing effects.

I've done a bit of research on FBOs and found a few sites saying that they are inefficient and should be used carefully. Huh

I'd like to know how 'inefficient' they are, whether they're the best solution for post-processing, and if not, what is the best solution.

Thanks. Smiley

Offline pitbuller
« Reply #1 - Posted 2013-04-19 23:57:35 »

Every AAA game use them so do not afraid. At gles2.0 and with some hardware you just have to be carefull with clearing and discarding them particaly at ios.
Offline HeroesGraveDev

JGO Kernel


Medals: 212
Projects: 11
Exp: 2 years


If it wasn't Awesome, it wasn't me.


« Reply #2 - Posted 2013-04-19 23:59:33 »

Thanks. Smiley

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Offline davedes
« Reply #3 - Posted 2013-04-20 00:52:47 »

On desktop you can do many passes (blurs, color grading, etc) without much worry.

On Android you can do a very limited number of full-screen passes. For certain things (e.g. bloom) you can employ tricks like down-sampling to reduce fill-rate and improve performance on Android.

https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson3
https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson5

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