ZenGL - the clue is in the name. Why don't you just use mip-map levels + filtering to do the blur in hardware? you can do it in a shader incredibly easily. You're already tied into GL with Zen so not doing it in hardware is folly
ZenGL - the clue is in the name. Why don't you just use mip-map levels + filtering to do the blur in hardware? you can do it in a shader incredibly easily. You're already tied into GL with Zen so not doing it in hardware is folly
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
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