nutty… if you would have asked yesterday i would have explained it, just dont run away
well its easy… simply calculate your color in the texenv or rc’s or fragmentshaders, subtract one, calculate the brightness of this (a dp3) and draw this into the alpha-part of the screen.
the subtract one can be done with the help of signed_add… at least the registercombiners wich have range -1,1 work. and the fragmentshaders with range from -8,8 are no problem eighter…
or you simply draw into the alphabuffer 1 if it this pixel should glow and 0 else (per texel on a map or per object or whatever…) as long as you generate the envmap yourself in realtime the alpha will be there, too… as on the reflected water…
and yes its a postrendering effect that logical
[This message has been edited by davepermen (edited 04-15-2002).]
[This message has been edited by davepermen (edited 04-15-2002).]
[This message has been edited by davepermen (edited 04-15-2002).]
I didn’t run anywhere, I had things to do, other than argue over M$'s inconsistent windows API.
Anyway, thats enuff of that. I’ll post a new demo Sunday, which will maybe have that feature in, as well as a host of different blur tricks, and UI to all the values.
Demo on my site, if anyones interested… I’d appreciate some feedback on frame-rates on various hardware. Be sure to let me know how many mip-level’s you’re using at the time.
Ta,
Nutty
P.S. There’s still alot of optimizations to be done in there too.
i just want to state that i’m currently playing wreckless, and it has even more funny features… you can enable filters wich affect the image afterwards, to get all those nice effects like night-vision, or edge-filters etc… there are some great looking ones, looks like movies… its damn cool game somehow…
great job with the demo btw… so far so cool… let it be more than just a spaceship now (skybox with glowing sun etc) and then put it on flipcode, yes…
I didn’t read it. That link just prompted a username and password for me. The only help was Dave, and the technique about using mip-levels in blurs from ATI developer page, that Dave found. I didn’t bother looking at the source tho. Credits to Dave and ATI are in the source…
I have some wondering about using destination alpha, and alpha-test to help cut down fill-rate… I’m gonna post another version soon with more complex features, more optimizations, and some different blur styles.
Ok. I haven’t read the ATI doc. I can only assume that someone at ATI read it, because that is exactly what the gamasutra article suggests doing, dated feb 2001 - and it’s what I have done. I’m not getting all uptight about IP - I’m happy you’ve given ATI credit.
I think I’m a little drunk - watching Peter Kay on telly…