WHAT’S IN THIS CHAPTER?
- Learning how to render to texture
- Learning about post-processing and implementing a bloom effect
- Learning how to use multiple render passes and combining the results to create a final rendering image
- Learning how to correctly project textures from a spot light
- Discovering how to use a Frame Buffer Object (FBO) with a depth attachment
- Implementing real-time shadows using a depth texture
- Learning the basics of a particle system
In this chapter, you will learn how to create a new range of advanced effects. You will first discover how to use the built-in OpenGL ES mechanism and be able to render your scene to a texture.
By implementing a multipass process, you will discover how to be able to reuse the offscreen textures as well as how to use them to create fullscreen post-processing effects, such as bloom.
Going forward in this chapter, I will show you how to project a texture to your scene from a projector point of view. Projecting textures is very useful and visually appealing, and will allow you to gain the necessary basics in order to implement real-time shadows.
Next, you will learn about a shadowing technique called projected shadow map. In this implementation process, you will learn how to create a Frame Buffer Object (FBO) and attach it to a depth texture.
At the end of this chapter, you will discover how to implement particles by converting regular vertex points into a textured particle that is always facing the camera. You ...