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Edge blending openframeworks
Edge blending openframeworks







The image attached is a detail from the cube map. I feel like I could manually edit the frames in photoshop so they look ok, but this would be kind of a pain since it's an animation at 30fps. Another thought I had would be to blur the edges of each camera, but I think this too would give me a weird blurry zone when I go back to 3d space. I don't think I can just cull points that near the edge of the camera, because when I put everything back into 3d I'd think there would be strange areas where the cloud is more sparsely populated.

edge blending openframeworks

I'm also doing some alpha blending, so this may be contributing to the problem as well. This is especially noticeable when the points are quite close to the camera, as the points are larger, and stretch further across into both camera views. Since point sprites are always facing the camera, this means that they are not continuous along the seam when I wrap my cube map back into 3d space. When they near the border of one camera, (if they are large enough) they appear in two cameras simultaneously. So essentially I place six cameras into my scene and point them in each direction for the face of the cube and save an image. I'm trying to render out every frame of my scene into cube maps. Then they are scaled in size depending on how far away they are from the camera.

edge blending openframeworks edge blending openframeworks

I'm rendering a particle system of vertices, which are then tessellated into quads in a geom shader, and textured/rendered as point sprites.









Edge blending openframeworks