Saturday, 17 April 2010

Depth of Field shader porting to Ardor3D - screenies

I've been messing with the Depth of Field render pass today, porting it from jme2 to Ardor3D. Finally it worked out quite nicely! Could find my previous fault I made when ported an ogre3d example to jme2 - near blur wasn't working. The new ported version is fully functional and a tad bit more optimal as well as the depth buffer generated by drawing the root pass is used instead of generating a new one. Focal plane, nearblur and farblur depth are all parameterized. I'll polish it a bit more. Thanks Rikard of the Ardor3D team for helping the process with many useful pieces of advice!

1 comment:

MrCoder said...

Looks awesome! Good job!