Yup, looks a lot like what I'm trying to do. I'm already rendering the glowing models in a separate render target for my own techniques, I'll try applying the modified HDR pass like you did in stead of my own glows/blurs to see which one looks best. Id have loved to have combined the glow for the HDR and those for the glowing objects in one pass ( we did a similar thing in an engine I worked on ) since blurs are costly, but I'll definately try this, thanks!
-- Maarten > For reference, this is what it looked like. I meant to link this in the > previous email, I'm having a very weird day. > http://www.project-valkyrie.com/images/stories/ingame/glowpreview.jpg > > Is that the kind of thing you're trying to achieve? > > -Tony > > On Thu, Sep 4, 2008 at 4:03 PM, Tony omega Sergi > <[EMAIL PROTECTED]>wrote: > >> What I did in project valkyrie, was render all models that glow in a >> secondary pass (which rendered all the glowy bits), and then call a >> modified >> version of the HDR pass on that rendertarget, and then overlayed it all >> ontop in post process. >> I had some other minor things like using pixelvisibility and whatnot to >> determine if a model should render, it's not perfect, and at some angles >> big >> things will glow 'through' walls (ie: if you're looking through a >> doorway >> and someone is partially exposed, I didn't do any blocking with world >> geometry, only other players and the view model will block, so I used >> the >> pixelvisibility as a quick test, from the first normal render pass. >> There >> are probably some much better ways to do it, but that's how I did it >> anyway. >> -Tony >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders