2015-03-06, 13:27
I've seen some discussion in various threads about the possibility of having a blur effect in guilib.
Seeing as I could do with something to tinker with I thought I'd have a bash at adding it in.
But before I get stuck in I wanted to open a discussion and get some input, from those who know the code much better than I do, about possible ways to implement it and where exactly it could go.
To get started, these are some of the questions I've been asking myself about how it could work...
Should it just be applicable to an image/texture, or to a "control" as a whole?
Could it potentially be hooked up to an animation?
Could it be as "simple" as having some properties on a texture which control how much blur is applied?
Could the result be a framework that can be used to apply other effects (whatever they might be) as well as just blur?
Where in the rendering pipeline should it be applied?
I'll likely start with the windows code, as that's the dev environment I have setup and I'm also more familiar with Direct3D than I am OpenGL, although I am as rusty as a rusty thing on a rusty day in rusty town!
Seeing as I could do with something to tinker with I thought I'd have a bash at adding it in.
But before I get stuck in I wanted to open a discussion and get some input, from those who know the code much better than I do, about possible ways to implement it and where exactly it could go.
To get started, these are some of the questions I've been asking myself about how it could work...
Should it just be applicable to an image/texture, or to a "control" as a whole?
Could it potentially be hooked up to an animation?
Could it be as "simple" as having some properties on a texture which control how much blur is applied?
Could the result be a framework that can be used to apply other effects (whatever they might be) as well as just blur?
Where in the rendering pipeline should it be applied?
I'll likely start with the windows code, as that's the dev environment I have setup and I'm also more familiar with Direct3D than I am OpenGL, although I am as rusty as a rusty thing on a rusty day in rusty town!