May 2017
Intermediate to advanced
982 pages
22h 42m
English
Now that we know how to perform offscreen rendering and blurring, we will put this knowledge to use by implementing the glow effect. The code for this recipe is in the Chapter3/Glow directory. In this recipe, we will render a set of points encircling a cube. Every 50 frames, four alternate points glow.
Let us get started with the recipe as follows:
GL_POINTS value (which by default, renders as quads) as circles.grid->Render(glm::value_ptr(MVP)); cube->Render(glm::value_ptr(MVP)); glBindVertexArray(particlesVAO); particleShader.Use(); glUniformMatrix4fv(particleShader("MVP"), 1, GL_FALSE, glm::value_ptr(MVP*Rot)); ...Read now
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