Curious here: how did you do it?
Paint the component to an OpenGLTexture:
- Paint to an Image
- Load the image as a texture
- Draw a square made of 2 triangles using OpenGL 3.3s Vertex Array Buffer stuff
- Render it with the texture to a framebuffer (OpenGLFrameBuffer)
Then repeat 2 stage vertical and horizontal blur over and over
Then render an OpenGLTexture unblurred as a layer on top.
Oh - and enable the magic macro that allows non-power of two textures in JUCE
Ok, I see.
Was that the right level of detail?
Yeah, I think so.
I will try to something similar in the near future.
I’ll let you know, how it goes
Thanks for sharing!
The most important knowledge was to pick a version, 3.3 I went with, and avoid tutorials and help that relates to other versions…
For some reason they like to rip everything up and start again every OpenGL version…
Hmm… I see.
I did some OpenGL back in the days when version 2.0 was new.
I suspect, much has changed since then
Did you share any source code? Would love to experiment a bit on this…