<cite>@joshngu9 said:</cite>
Sorry to bring this back up but I had one more question: How would I go about creating a quad that filled the entire view port? Ideally is there a way to do this without having to adjust the camera position to ensure that the quad is completely in view? Thanks.
An easy way to do this is as follows:
create a quad:
[java]Quad q = new Quad(2,2);[/java]
then in the vertex shader for said quad:
[java]
vec4 pos = vec4(inPosition);
pos.x += -1.0;
pos.y += -1.0;
gl_Position = pos;
[/java]
The quad will then stretch to fill the viewport. I use this method to render height maps using a frame buffer.
Good luck.
1 Like
<cite>@nehon said:</cite>
really...you don't want to use a filter? you're kind of reinventing the wheel here...
Anyway look an the renderProcess method is the FilterPostProcessor class.
Then look at the post.vert that projects the quad to full screeen..
I just would rather not over complicate rendering things to a texture.
<cite>@okelly4408 said:</cite>
An easy way to do this is as follows:
create a quad:
[java]Quad q = new Quad(2,2);[/java]
then in the vertex shader for said quad:
[java]
vec4 pos = vec4(inPosition);
pos.x += -1.0;
pos.y += -1.0;
gl_Position = pos;
[/java]
The quad will then stretch to fill the viewport. I use this method to render height maps using a frame buffer.
Good luck.
Thanks a lot! This works great.