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Re: What are you working on?
[Re: mk_1]
#432405
11/05/13 21:36
11/05/13 21:36
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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...yeah, probably let's just call it 'isolate the bright stuff'
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#432426
11/06/13 08:29
11/06/13 08:29
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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okay, what it does is: - producing blur depending on a calculated brightness quotient, and a blur strength factor - then doing brightening/darkening dependig on a treshold value and a brightening factor (applying contrast) - and then adding some overall brightness/darkness compensation depending on a corresponding factor now I don't know what name to give it
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Re: What are you working on?
[Re: Superku]
#432721
11/13/13 09:27
11/13/13 09:27
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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thanks. I use alphatesting in this case to be a bit faster, and because they need to be set to OVERLAY when a bit under water, because of the refraction view of the water shader. once I will rework my grassing methods, for example I want to modify their ambient due to terrain lightmap colour, and a procedurall grass mesh generation is also a plan. in this particular case, probably the grass texture should be modified a bit, it is too contrastous. by setting material colours I got very good results easily, but it had some disadvanageous effect when using a day-night cycle. but currently the gui rework is the first, it goes well
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Re: What are you working on?
[Re: sivan]
#432835
11/16/13 15:22
11/16/13 15:22
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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reworked the bloom for my small pp-shader pipeline and implemented smaa: (the first bloom layer is now 5-directional) (still no idea for a small game... anybody got one?)
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#432860
11/18/13 09:10
11/18/13 09:10
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Malice
Unregistered
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Malice
Unregistered
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Love the bloom cubes they make me think of Tron. So for a game idea what about a simple sidescroller. I like that the Tron world was modifiable at will by the programmer and made of bits that could be disassembled and reassembled into new things. So how about a game where the player can brake things down to bits and reshape the world. Giff to be removed in a week - took hours to make this crappy art lol
Last edited by Malice; 11/18/13 09:13.
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Re: What are you working on?
[Re: ]
#432881
11/18/13 13:22
11/18/13 13:22
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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new after-placement object modification added to MapBuilder: ctrl+click to select a model or map-entity, then possible to move it by gizmo, and fine move by sliders/buttons as before. maybe I will add rotation/scale, but the sliders just work... moreover, the gui panels have been made to be movable, and their position is saved.
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Re: What are you working on?
[Re: sivan]
#432936
11/19/13 18:52
11/19/13 18:52
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Malice: It's a really nice idea but I'm afraid it's something too hard / complex for me. @sivan: nice improvements --- I just made a little antialiasing test. I used 9x SSAA and a downsample shader which uses the rgb subpixels for more accuracy (something similar to windows clear-type): (click for full size)
POTATO-MAN saves the day! - Random
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