This is a pretty advanced topic... I suggest learning HLSL (or finding a coder capable of doing it for you)
Regardless here are some links http://www.gamedev.net/columns/hardcore/hdrrendering/ specifically : http://images.gamedev.net/columns/hardcore/hdrrendering/Image2-HDRprocess.jpg Look at how render targets in source work, and check out the already existing (but non functional) bloom function DoScreenSpaceBloom() in view_scene.cpp to get a feel for whats required Or just wait for lost coast and mess around with what we get from that example of a bloom in source: http://www.jakoavain.net/helk/mybloom.jpg all you'd have to do is split up additional render targets on a per entity basis to get the restricted glowing you want.
From: Nick <[EMAIL PROTECTED]> Reply-To: [email protected] To: [email protected] Subject: Re: [hlcoders] Can you add "glow shells" to a model in hl2? Date: Sun, 7 Aug 2005 15:12:16 -0500 On 8/7/05, Maurino Berry <[EMAIL PROTECTED]> wrote: > Render only the models/materials of models that are supposed to glow, to a > seperate render target, then run a fullscreen effect on them(bloom), then > render that buffer over the finished scene. > I have no idea how to even start doing that. Is there even a tutorial that can help me get started? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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