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add FBO technology #7

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XuPuPG opened this issue Jun 22, 2016 · 5 comments
Open

add FBO technology #7

XuPuPG opened this issue Jun 22, 2016 · 5 comments

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@XuPuPG
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XuPuPG commented Jun 22, 2016

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@WeAthFoLD
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WeAthFoLD commented Jun 22, 2016

Can you be more specific please? On what situation would you like to use a Framebuffer and what do you expect it to behave?

EDIT: I know what framebuffer is and what it is used for. I just think using FBO is not that big a requirement in mod rendering (most of things are forwardly rendered). So I would like to see a few examples of real use cases before designing an API.

@XuPuPG
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XuPuPG commented Jun 23, 2016

FBO may need for post processing effects.yeah, that's what I mean.just for screen shader :)
p.s: if interested,can show achievements of the russian community

@WeAthFoLD
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WeAthFoLD commented Jun 23, 2016

In the case of post processing, we need to hack Minecraft's rendering procedure in more depth (establish a deferred rendering pipeline, and give user access to the intermediate gbuffer). But there are some popular mods doing that already, e.g. Shadersmod, and hacking it again sounds like lots of compatibility issues.

Any idea how this can be done cleanly? And yes I would love to see the progress of the russian community.

@XuPuPG
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XuPuPG commented Jun 23, 2016

I got to do just put it on FBO Shader,using the Frambuffer (net.minecraft.client.shader.Framebuffer),but it is colored in red,while this should only occur with entities. A friend suggested that it is possible to map the entity to render. I mean,the access processing of the image on the screen at the level of processing of individual objects.
http://dl2.joxi.net/drive/2016/06/23/0008/3299/560355/55/4bbb15a27b.jpg
p.S
www.youtube.com/channel/UCPYLtFb2OrJmeTcqYXNvN2Q
www.youtube.com/user/Gloomy0Folken/videos?sort=dd&view=0&shelf_id=0

@WeAthFoLD
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I see. I will check the MC's Framebuffer once I have time. Currently tackling the problem of light/fog calculation in shader.

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