Okay.
So I've got a decent looking flashlight loading and displaying, but I've got a problem. It doesn't exactly fade when it reaches distant walls, so I thought, why not take the depth buffer and blend it with the texture? This seemed like the best way to go about doing it.
Unfortunately, I don't know:
1) How to render the depth buffer
2) The best way to blend it with the existing texture
Can anybody help me out here?
Rendering depth buffer and blending it to a texture?
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- Posts: 3
- Joined: Wed Jun 10, 2009 5:50 am
When you set up the GU you allocates the Depth Buffer.
Can't you read that buffer since you have the pointer to the depth buffer?
Can't you read that buffer since you have the pointer to the depth buffer?
Code: Select all
int main(){
SetupCallbacks();
makeNiceGame();
sceKernelExitGame();
}