Nope, they are not even giving the code to HDR (lost
coast)!
Does that mean no one can create HDR maps?!
On 23/02/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
Nope, they are not even giving the code to HDR (lost
coast)!
--- Michael Kramer [EMAIL PROTECTED] wrote:
--
[ Picked
The way DoF is done in GMod is really simple.
It's just a line of sprites into the distance that blue (so the more
sprites you look through the more blurred it looks).
The only problems are the hard line on the floor where the sprite is
and it can only blur the background. Oh and the way I'm
Dan,
I meant that we are still wating on HDR, so dont hold
your breath on a DoD Snipet...
--- Garry Newman [EMAIL PROTECTED] wrote:
The way DoF is done in GMod is really simple.
It's just a line of sprites into the distance that
blue (so the more
sprites you look through the more blurred
No chance if you mean the method descriped here:
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
Pretty simple and good results but you cann't do fod with it.
1. fod requires blurring things in the back/front without movement, the
method descriped only workes with movement.
2. It
--
[ Picked text/plain from multipart/alternative ]
Thanks,
Do you think valve will release the source for motion blur, that they are
adding to DoD?
On 2/22/06, Archy [EMAIL PROTECTED] wrote:
No chance if you mean the method descriped here:
Talk to wrayith at nightfall, he is doing this for us,
and might be able to help you out...
--- Archy [EMAIL PROTECTED] wrote:
No chance if you mean the method descriped here:
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
Pretty simple and good results but you cann't do fod
with
Nope, they are not even giving the code to HDR (lost
coast)!
--- Michael Kramer [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Thanks,
Do you think valve will release the source for
motion blur, that they are
adding to DoD?
On 2/22/06, Archy [EMAIL
i've done this sort of thing a couple of times without using the
accumulation buffer: accum buffer and stencil buffer aren't always
around and i don't think HL requests either of them, so they're usually
a bit dodgy and often software emulated.
look at glCopyTexSubImage2D. the idea is, you copy
to initialize the
window with the stencil buffer capability...am I totally off?
Thanks!!
Georges
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, January 12, 2003 8:50 PM
To: [EMAIL PROTECTED]
Subject: Re: RE: [hlcoders
Hey there,
This isn't an answer, more of a question related to
OpenGL...have you been able to use the stencil buffer?
I have tried but it never seems to work since it needs to
be initialized with
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_STENCIL)...
Georges
-Original Message-
From:
[ Converted text/html to text/plain ]
George,
Not all cards have hardware support for hte stencil buffer and as such will
slow the machine down to sludge.
I noticed you were using GLUT function calls and definitions as parameters
which wont work in HL as it is not a GLUT window.
Instead I
Using a colour glow shell to duplicate the model several times mkaing them
progressively less opaque and then somehow finding a way to delay the
animation of the duplicates to be behind the current frame of the actual
model. I'd wager that rendering them with a delay would surfice. For
information
]
Subject: Re: [hlcoders] Motion Blur
Using a colour glow shell to duplicate the model several times mkaing
them progressively less opaque and then somehow finding a way to delay
the animation of the duplicates to be behind the current frame of the
actual model. I'd wager that rendering them
13 matches
Mail list logo