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

