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could be nice if mipmaps were generated for output textures (maybe they are already?), and to expose a way to set the bias parameter of texture2d() for blur effects (a small bias could be used for reaction-diffusion stuff, a very large bias could be used to get the average colour of the whole image for things like equalisation).
I tried implementing a blur by adding scrolled copies, but failed miserably.
generating mipmaps is an expensive operation, so it should probably be optional...
Right now it is using linear filtering, but it shouldn't be hard to expose the texture filtering options.
I am hoping to implement blur and other convolution filters using multi-pass rendering.
The idea is that some functions, instead of all becoming part of the same shader, would become a separate render pass. I need to revisit it, but somehow I wasn't getting the expected results.
could be nice if mipmaps were generated for output textures (maybe they are already?), and to expose a way to set the bias parameter of texture2d() for blur effects (a small bias could be used for reaction-diffusion stuff, a very large bias could be used to get the average colour of the whole image for things like equalisation).
I tried implementing a blur by adding scrolled copies, but failed miserably.
generating mipmaps is an expensive operation, so it should probably be optional...
https://webglfundamentals.org/webgl/lessons/webgl-3d-textures.html (about 2/5 of the way down the page)
http://docs.gl/es2/glGenerateMipmap
http://docs.gl/el3/texture
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