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
>
>
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