Original Post
HI all,
I want to simulate CRT persistence in a render-to-texture effect. Essentially I'm looking to simulate an old CRT screen, like an analog oscilloscope or a radar screen. If I were using OpenGL, I figure the best way to do this would be to use an accumulation buffer, but DirectX lacks such a capability.
So then, what would be the best way to achieve this effect with hardware acceleration in D3D11?
I want to simulate CRT persistence in a render-to-texture effect. Essentially I'm looking to simulate an old CRT screen, like an analog oscilloscope or a radar screen. If I were using OpenGL, I figure the best way to do this would be to use an accumulation buffer, but DirectX lacks such a capability.
So then, what would be the best way to achieve this effect with hardware acceleration in D3D11?
