Original Post
Dear All, I'm intending to implement an approximation to a glo bal illumination in a project I'm working on. To do this I intend to take "snapshots" of my scene from the top and from all sides and to take the average of intensities in the scene to use as an approximation to the solution. I'm confident with the mathematical side of it, however some aspects on the opengl side I'm not so confident with and its those I'm hoping you guys can help me with. Can someone give me an overview of the steps needed to setup and render to five off screen buffers so that i can pass them to my shaders for lookup purposes? I basically want to average the intensity over these frame buffers and pass them as a global ambient value to my already implemented vertex shader. Thanks guys