Comments on: (Shader Library) Predator’s Thermal Vision Post Processing Filter (GLSL) https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 15:06:29 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: mastorix https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-21795 Sat, 12 Nov 2011 11:26:03 +0000 http://www.geeks3d.com/?p=7488#comment-21795 Very good code.

Would it be difficult to make a convert of this code to Adobe Pixel Bender ?

Thank you

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By: WacKEDmaN https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-15914 Wed, 24 Nov 2010 01:53:00 +0000 http://www.geeks3d.com/?p=7488#comment-15914 err answered that question myself!

Language: OpenGL 2 – GLSL

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By: WacKEDmaN https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-15913 Wed, 24 Nov 2010 01:50:29 +0000 http://www.geeks3d.com/?p=7488#comment-15913 funny you mention VBO…
i play around a bit with secondlife/opensim, OpenGL VBO is a show stopper for ATI cards, you’d get everything from a simple app crash to a BSOD! yet it works quite fine on nvidia…
we all knew that VBO was faster on ATI, but just couldnt ever get it to run!

all that said…its probably just ATI/AMDs OpenGL implementation thats causing this…

you’re using DirectX for this are you not JeGX?

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By: Joakim Dahl https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-15909 Tue, 23 Nov 2010 20:31:33 +0000 http://www.geeks3d.com/?p=7488#comment-15909 I wonder is the gray scale conversion correct.
Seems like there are two ranges out there “0.222, 0.707, 0.071” and “0.30, 0.59, 0.11”. In gpu gems the former is used (http://http.developer.nvidia.com/GPUGems/gpugems_ch22.html) while you choose the latter. Which is the correct one to use?

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By: JeGX https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-15903 Tue, 23 Nov 2010 17:41:41 +0000 http://www.geeks3d.com/?p=7488#comment-15903 The funky geometries are created with Qoob, a small modeling tool. Check out these links:
Qoob: a Modeller for Demomakers
Qoob homepage
Qoob Models Gallery (15 pictures total)

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By: Jonathan Hartley https://www.geeks3d.com/20101123/shader-library-predators-thermal-vision-post-processing-filter-glsl/#comment-15902 Tue, 23 Nov 2010 17:34:13 +0000 http://www.geeks3d.com/?p=7488#comment-15902 The shaders are fab, but where do you generate your funky geometries? Are they generated by code that is part of GeeXLab?

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