HDR Pipeline: Difference between revisions

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571 bytes removed ,  16 April 2021
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* Miscellaneous post-processing passes like ambient occlusions, FXAA,bloom, etc.
* Miscellaneous post-processing passes like ambient occlusions, FXAA,bloom, etc.
 
<ref>https://sourceforge.net/p/flightgear/mailman/message/37260282/</ref>
Again, this is all *very* experimental for now. A lot of things are broken because I'm forcing the use of core profile shaders (thanks
Nvidia for letting me do this under a compatibility profile context!), so this is nowhere near usable. Still, I'm planning to release this to next in the next week or so because it doesn't break anything: everything is in FGData and on a different compositor pipeline, so
Classic and the C++ core are completely unaffected. In general the move to the core profile will probably fix a lot of the issues that
this pipeline currently has.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260282/</ref>


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== Gallery ==

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