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RE:3D Glasses shader
[Re: Scorpion]
#104890
08/29/07 18:51
08/29/07 18:51
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Joined: Sep 2006
Posts: 74 Northwestern Oregon, United St...
openfire2691
Junior Member
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Junior Member
Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
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A 3D Glasses effect really shouldn't be that difficult. All you need to do is set up two different cameras and position them next to each other. Give one a green tint and the other a red tint and overlay them. This works because the two cameras are positioned just like your eyes are, so they would act the same way, getting slightly different angles of objects and returning the illusion of three dimensions.
When your script isn't working right, usually it's because it's doing exactly what you told it to.
-An Unknown Programmer
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Re: RE:3D Glasses shader
[Re: Scorpion]
#104892
08/29/07 20:02
08/29/07 20:02
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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You're welcome. I had problems with this myself. Found it somewhere in this thread in a comment to a script...
Always learn from history, to be sure you make the same mistakes again...
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Re: RE:3D Glasses shader
[Re: MrCode]
#104894
08/29/07 23:18
08/29/07 23:18
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Have a look some posts above. Phemox explained it all in detail. The changes for Lite-C are minimal.
Always learn from history, to be sure you make the same mistakes again...
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Re: A total of 10 (!) Post-Processing Shaders :)
[Re: PHeMoX]
#104895
08/29/07 23:58
08/29/07 23:58
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Joined: Sep 2006
Posts: 74 Northwestern Oregon, United St...
openfire2691
Junior Member
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Junior Member
Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
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I tried to use one of the shaders in this post, but when I run it I get an error saying that it doesn't recognize "sampler2D g_samSrcColor" as an actual command. I think this is because the engine is not recognizing that all of that is written in a different language. Is there a reason for that? I'm running 3DGS Pro, so there shouldn't be any conflict.
When your script isn't working right, usually it's because it's doing exactly what you told it to.
-An Unknown Programmer
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Re: A total of 10 (!) Post-Processing Shaders :)
[Re: PHeMoX]
#104897
08/30/07 04:46
08/30/07 04:46
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Joined: Mar 2007
Posts: 677 0x00000USA
MrCode
User
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User
Joined: Mar 2007
Posts: 677
0x00000USA
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@Uhrwerk: Oh, wait a minute, nvr mind. I only have the Lite-C free version. No shader FX. I don't want to test it with my A6, though. I'm kinda moving away from C-Script. I hope to get A7 sometime soon, though!
void main()
{
cout << "I am MrCode,";
cout << "hear me roar!";
system("PAUSE");
}
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