dimforge / dimforge/kiss3d

Implement FXAA as a post-processing effect

Open
#104 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

Dominant language
Rust
Stars
1.8k
Forks
195
Avg merge
1d 14h
Merged PRs (30d)
2

Description

I've found multiple examples of the OpenGL code required for FXAA, however I am not sure if I'm capable of implementing the code. I will definitely look into it during my spare time, however if someone else wants to take this up feel free.

[Geeks3D FXAA](https://github.com/McNopper/OpenGL/tree/master/Example42/shader)
[McNopper](https://github.com/McNopper)'s [OpenGL example](https://github.com/McNopper/OpenGL/tree/master/Example42/shader)

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading the linked Geeks3D FXAA and McNopper OpenGL examples, then locate kiss3d's post-processing entry point. The issue names no project files or tests, so first determine where such an effect belongs. Done means FXAA is implemented and available as a post-processing effect.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.