Game Development Reference
In-Depth Information
Combining it all together
We talked about the RenderTexture class and we talked about shaders. It is no coincid-
ence that these two classes are covered in the same chapter—the reason is that they work
very well together. Instead of drawing everything directly on RenderWindow , we can
draw the scene on RenderTexture and then render that texture on RenderWindow
with a post-processing shader. That will let us create different effects, which is harder to
achieve when applying shaders to each object separately. Some post-processing effects in-
clude: tinting (applying a color to the whole texture), blurring , Fast Approximate An-
tialiasing ( FXAA ), pixelation (reducing the number of pixels, while increasing their size),
and many more.
In this section, we will talk about how to set up RenderTexture and give a simple ex-
ample of a post-processing pixelation shader which can be used as a scene transition.
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