Finn / P1Extra
The plan was to take what I had accomplished in project 1 and port it to the GPU.
I ported what I had done in project 1 to the GPU.
Project Results and Evaluation
I think it looks pretty good. Also, since it's implemented with shaders I have more control over what parts of the scene are affected; only the loaded model in this case.
I think I did alright on this. Perhaps the most time consuming parts involved just getting everything setup and passed in correctly for the shaders; getting the settings correct for each the main texture and depth texture was a little tricky. The effect is too dark (as it was before) so I should probably change my algorithm; as in, I should do real SSAO.
It's hard to say what would have changed. Of course, the effect would have been faster. I'd like to think I would have gotten at least closer to having an implementation of SSDO; there is a surprisingly large pool of data available to the shaders by default. If I feel ambitious, I may keep up with this code on my own and see if I can get something put together. That's probably the only way I'll know if it is in fact easier to implement SSDO with shaders. Oh, and I might not have had the opportunity to make up the word retrospeculation. Well, I guess google disagrees with me; there are a few uses already, but it's still not a real word.