1 registered members (TipmyPip),
18,449
guests, and 6
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Bloom (free source)
[Re: Rhuarc]
#91042
09/24/06 16:48
09/24/06 16:48
|
Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
|
Expert
Joined: May 2002
Posts: 2,541
Berlin
|
Very cool and useful. Could be softer. Looks a little squary/strange. Is it screen size independent? In anyway very good contribution. I would even buy a fast tool which alternates the screen, like gaussian blur, niedrigbandfilter (don´t know what that is in english, but it's a mix of a transparent gaussian blurred image over the real image which then get together as one image some contrast added) and negative screen render over a certain area (via mask or x,y coordinates) and more fast filters are good ether. And they should work on many computers  So it looks everywhere the same. Man, that would be cooool. regards, EX Citer
:L
|
|
|
Re: Bloom (free source)
[Re: Rhuarc]
#91043
09/25/06 06:27
09/25/06 06:27
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
I also would like to buy a good post processing shader package. I would like to have Bloom, Motion Blur, Depth of Field and some kind of heat vision, night vision.
Models, Textures and Games from Dexsoft
|
|
|
Re: Bloom (free source)
[Re: Excessus]
#91046
09/25/06 17:09
09/25/06 17:09
|
Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
OP
Expert
|
OP
Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
|
Quote:
Hi Rhuarc,
I've been looking at the code and I have a question about how it's setup in C-Script: You render a secondary view (GlowCamera) into the bitmap of a view entity. This view entity is visible in the primary view (camera). The view entity has the blur shader applied so it will apear blurred in the primary view. Did I get it right so far? My question is: won't the primary view ALSO render all objects in the scene? How should the camera know that only the view entity will be visible? If it also renders the whole scene, that would explain the massive framerate drop. You could point the camera to the sky (so nothing is visible in the camera) but then it would still have to do frustum culling and draw all the pixels of the skycube AND do the blur shader..
Actually, both views need to be rendered fully.
The BlurCamera renders the entire scene to a texture, that of the screen quad. Then, Camera is rendered with the screen quad overlaying the entire scene with transparency- this makes a nice blending result that makes the bloom.
-Rhuarc
|
|
|
Re: Bloom (free source)
[Re: PHeMoX]
#91047
09/25/06 17:12
09/25/06 17:12
|
Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
OP
Expert
|
OP
Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
|
Quote:
Yes, that's definately the problem, speedwise, with A6's views, they are fully rendered views. If only we could do stuff with the resolution for each view individually and stretch it out or stuff like that. In combination with the no_render flag or whatever it's called, it's possible to get higher speeds. Still, at the moment only full screen post processing done by a shader on a entity in front of the screen have low frame rate impacts, but off course I could be doing all kinds of things totally wrong here ...
Cheers
You're right here about using an entity in front of the screen. The only other option is to render a true screen quad in screen space using a DLL. This would actually work pretty well, and would possibly allow the entire process to be done without GlowCamera (point Camera to render to the texture instead, nuke the screen entity that would obstruct it, then render the quad after all of this happens, overlaying what was rendered by the camera).
Would be a fun process...
-Rhuarc
|
|
|
Re: Bloom (free source)
[Re: Rhuarc]
#91048
09/25/06 21:17
09/25/06 21:17
|
Joined: Jan 2004
Posts: 2,013 The Netherlands
Excessus
Expert
|
Expert
Joined: Jan 2004
Posts: 2,013
The Netherlands
|
Quote:
and would possibly allow the entire process to be done without GlowCamerap
Yes that's exactly my point. The original scene is already rendered, so it should not be necessary to re-render it just to blend it with the post-processed texture.
Not having to render the scene twice sounds like it would improve performance quite significantly. I have no experience in writting plugins (or C++ at all, although I have read some tutorials here and there). Would this be a suitable first project or would it be too complicated? Not that I have time for it soon anyway..
|
|
|
Re: Bloom (free source)
[Re: Excessus]
#91049
09/26/06 17:21
09/26/06 17:21
|
Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
|
Expert
Joined: May 2002
Posts: 2,541
Berlin
|
well, use a screen shot. Thats a allready rendered screen, maybe with one frame delay... but who cares  Even better that adds a light motion blur
:L
|
|
|
|