Hello all. I spent the weekend relaxing (the first in many), and had the chance to play a few video games I've been getting behind on. It wasn't long, however, before I saw something I wanted to implement myself, which led me to this post. :)
In a large number of FPS/3PS shooters these days there is this concept of a "sprint"; i.e., the character can--usually for a short period of time--double or triple their movement speed. The unique aspect, however, is that in many modern games (especially those using the Unreal engine), they apply a very visually pleasing motion blur to the scene as well. I began researching this, and found an article in a book called "Game Engine Gems 1" which describes this effect by creating pre and post processing shaders, the first of which creates an "acceleration buffer" and the second of which applies the blur to the frame buffer using this data. If I'm not mistaken (though I don't fully understand the algorithm yet) it will even blur objects in the viewers peripheral more than those directly in front. Killer stuff. I can't help but wonder how to best do something like this in OSG. :) I've never used osgPPU, but I know at its core it simplifies the process of using post processing. In a general sense though, when an article refers to some of "post processing" shader on the normal frame buffer, how does one go about implementing this in OSG? Do I create a screen-aligned quad and set the shader to run on it in a POST_RENDER camera? How would you guys approach a problem like this? (Note: this question is purely academic; it's just the latest thing bouncing around in my brain as I try and fall asleep... :)) _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

