Posts Tagged ‘GLSL’

Depth-of-Field in O3D

Wednesday, July 14th, 2010

Yesterday, I decided to learn more about O3D render/scene graphs in order to implement multi-pass shading effects. It’s still a bit of a hack, but I’ve written a few helper functions for myself to abstract away some of the leg-work in assigning render targets and uniforms whilst creating ViewInfo objects, as well as creating materials with shaders.

I do have one problem with accessing the depth buffer as a texture, but I’ve posted on the O3D-discuss mailing list and I’m hopeful someone will have an answer there. This has meant that I’ve had to write a custom phong-shader which writes the depth to the alpha channel. Anyway, read on to see what I came up with.
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First steps with O3D and WebGL

Tuesday, July 13th, 2010

Today, I’ve been reading up and playing around with Google’s O3D library for WebGL. Read on to see what I have so far, although it’s pretty much just a bastardisation of the “Hello, Cube” sample.

(N.B. to view this you’ll need a WebGL-enabled browser. See here.
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BeerTracker

Saturday, March 6th, 2010

Have you ever wondered: “where’s the nearest place can I get a drink?” N900 users, look no further! Although as yet unfinished, BeerTracker aims to solve this debacle by providing a quick and feature-frugal map to your closest pubs in the style of the Aliens motion tracker.
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