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
--
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Garry,
I did your tutorial over at the Valve Developer Forum, and I got motion blur
to work, and I love it, thanks for this.
But i was wondering, if by the same concept of doing this, it could be
tweaked into creating depth blur. Do you
know of
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
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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:
--
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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
PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Michael
Shimmins
Sent: Saturday, January 11, 2003 10:00 PM
To: HLCoders
Subject: [hlcoders] Motion Blur
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
I'm trying (in vain) to apply a motion
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Michael
Shimmins
Sent: Saturday, January 11, 2003 10:00 PM
To: HLCoders
Subject: [hlcoders] Motion Blur
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
I'm trying (in vain) to apply
]
[mailto:[EMAIL PROTECTED]]On Behalf Of Michael
Shimmins
Sent: Saturday, January 11, 2003 10:00 PM
To: HLCoders
Subject: [hlcoders] Motion Blur
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
I'm trying (in vain) to apply a motion blur
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
I'm trying (in vain) to apply a motion blur effect to the view in HL.
I've tried doing this using the accumulation buffer in OpenGL which
slows the frame rate down to 4 frames per second.
: Sunday, January 12, 2003 3:00 AM
Subject: [hlcoders] Motion Blur
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all,
I'm trying (in vain) to apply a motion blur effect to the view in HL.
I've tried doing this using the accumulation
]
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
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