Development > Artwork

New Feature: "Glow" textures

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arisian:
Okay, I've added some simple functions that allow (very limited at the moment) types of postprocessing for the battlescape.  The only visual change the patch I just committed makes is that all "shell" effects will now have a basic "glow" effect (if postprocessing is turned on).  There are several functions now that allow different ways of rendering "glow;" if you just want to render only to the "glow" buffer, you can do that with R_EnableDrawToGlow().  There's also the more general R_EnableGlow() which allows you to render to both the "standard" renderbuffer and the "glow" buffer at the same time.  This is mostly only useful if you're using shader programs, in which case you can specify separate colors for gl_FragData[0] ("normal" buffer) and gl_FragData[1] ("glow" buffer).  This is more efficient, because you can render to both buffers in a single pass, but is overkill for simple things like the shell effect example I've included.

Let me know what you think; Mattn, in particular, are the "R_Enable" functions I wrote the kind you had in mind?

Mattn:
yes thanks, the R_Enable* stuff is what i had in mind, it should be quite easy now to get this into the material system, too

but please always test different resolutions - it's not working for 1024x768 - the render buffer is too small and the position of the glowing entities is wrong, too.

Mattn:
noticed another small bug, glowing models are shining through other models - but not through brushes.

BTAxis:
I realize we're still talking about general implementation technicalities and not about actual use, but I'd still like to point out that civilians should not glow red. Red is associated with enemies (a good example of this is Assassin's Creed's eagle vision). Aliens should glow red, civilians blue.

MCR:
Good idea, BTAxis, I agree.
But I suppose this will be no technical problem @ all.
I just wanna also note here that it 'feels' a little unnatural if we have IR-googles, which should enable us to look through walls, but the shell effect does not shine through...
Maybe it should shine through the walls somehow ?!

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