I'm sure it could be done with shaders, though I was hoping I could just
filter the output (as its based on the edge detection of color differences)
from the existing renderer.

Also, shaders look complex and not well documented, not to mention not
really knowing how the Edge Detect filter really works.

Draco18s


On Wed, Nov 25, 2009 at 8:50 AM, Tobias Kammersgaard <
[email protected]> wrote:

> Top right one? That's possible with a shader at least, but that's not
> really
> helpful :o
>
> /ScarT
>
>
> 2009/11/25 Joe W-A <[email protected]>
>
> > You can do some wacky stuff with the colour correction UI.
> >
> > 2009/11/25 Major Johnson <[email protected]>
> >
> > > Due to an assignment for a class I'm taking, we were messing around
> with
> > > photoshop filters (here's a
> > > composite<
> > > http://ist2w.kaplan.edu/0904B/IT247-01AU/MajorJohnson/optipalhouse.png
> > >of
> > > the four I played with with some screenshots of my TF2 map), and
> > > looking
> > > at the "glowing edges" result, I wondered, "Would it be possible to
> play
> > > like that?  How trippy would that be?"
> > >
> > > So I suppose the question is, would doing something like that be
> > possible?
> > > I know there's Text Mode Quake, but has anyone done any kind of
> filtering
> > > for the source client?
> > >
> > > Draco18s
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