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Re: Soft filter? [Re: ventilator] #23346
04/13/04 19:24
04/13/04 19:24
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
in my mind the only way would be to use different passes with transparency and slightly different positioning to get the blur (just like the furshader works, but another way of positioning).
i dont think that a blur can be done in a single pass using blurformulas as u dont get the values of the neighbour-pixels


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Re: Soft filter? [Re: ello] #23347
04/13/04 23:18
04/13/04 23:18
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
but how would you do it in a multipass-technique? that won't be possible, neither.
how do the rendermonkey-examples work, and how many passes do they use?

Re: Soft filter? [Re: Joey] #23348
05/08/04 14:41
05/08/04 14:41
Joined: Feb 2004
Posts: 105
New York
VladWorks Offline
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VladWorks  Offline
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Joined: Feb 2004
Posts: 105
New York
A small test map would be nice for us graphic noobs! Whats 2 or 3 mb's...


***If you are afraid of the DARK you have never seen what the LIGHT can do*** Codalyst
Re: Soft filter? [Re: VladWorks] #23349
05/28/04 01:03
05/28/04 01:03
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

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O

Joined: Aug 2000
Posts: 7,490
Here's a new Gamasutra article on realtime glow/blur using DirectX 7, 8, and 9:

http://www.gamasutra.com/features/20040526/james_01.shtml


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Re: Soft filter? [Re: Orange Brat] #23350
05/28/04 02:14
05/28/04 02:14
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Posts: 1,276
trapped in a paper bag
NICE! theres hope...

Re: Soft filter? [Re: Drew] #23351
05/28/04 05:56
05/28/04 05:56
Joined: Mar 2002
Posts: 1,123
California
Cellulaer Offline
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Cellulaer  Offline
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Joined: Mar 2002
Posts: 1,123
California
Based on the Gamasutra article I got blur working in 3DGS. It uses render to texture so it will probably only work in commerical and pro. You need a 320x240 white pcx named 320x240.pcx in the path. You need to be running at 1024x768.

If you want to increase the blur you need to use a smaller image like 160x120 or 80x60. You also need to change the blurcam size_x and size_y to the same size as the image. Additionally you need to change the blurmap.x to fit the blurmap perfectly on the screen. 277 is perfect for 320x240. 69 is perfect for 80x60. Other resolutions (like 800x600) require a different blurmap.x.

As stated in the Gamasutra article there are artifacts but these can be mitigated by increasing the alpha of the blurmap. Making the blurmap less transparent also increases the blur. There will probably be less artifacts the more you blur too (less at 80x60).

---

Explaination of how it works:

You have Camera and Blurcam. Blurcam takes the exact same picture that Camera does except that it does NOT include blurmap in the picture. Camera has a view entity on layer 1 named Blurmap. Blurmap is a sprite (basically a panel) that is 320x240. Blurmap is transparent. Blurcam renders itself to Blurmap (render to texture). Blurmap (a 320x240 texture) is stretched across the 1024x78 view causing it be "blury" except that blurmap is also transparent and therefore you have the regular view and then the blury view superimposed on top.

Frame rate: The only frame rate hit you take is from the extra 320x240 render per view that Blurcam has to render. The blurrier the less of a frame rate hit you take (because the Blurcam render is smaller).

The frame rate hit I noted was LITTLE to NONE.

---

entity blurmap
{
type = <320x240.pcx>;
layer = 2; // display above view entities with layer 1
flags = visible,transparent;// visible on screen from the start
view = CAMERA; // same camera parameters as the default view
albedo = 0; // gouraud shading from sun position
x = 277; // place 277 quants ahead of the view
y = 0; // center horizontally
z = 0; // center vertically
}

view blurcam
{
layer = 0;
pos_x = 0;
pos_y = 0;
size_x = 320;
size_y = 240;
offset_x = 0;
offset_y = 0;
flags = visible;
}

function main()
{
blurmap.alpha=50;
blurcam.bmap=bmap_for_entity(blurmap,0);
cameramove();
}

function cameramove() {
proc_late();
while(1) {
vec_set(blurcam.pos,camera.pos);
vec_set(blurcam.pan,camera.pan);
wait(1);
}
}

---
No blur:



Blur (320x240):



Blur (80x60):




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Re: Soft filter? [Re: Cellulaer] #23352
05/28/04 10:23
05/28/04 10:23
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
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Joined: Feb 2003
Posts: 264
Michigan,USA
cool how do ya get the stretch part working? and where did 277 calculation come from?

Re: Soft filter? [Re: Cellulaer] #23353
05/28/04 10:31
05/28/04 10:31
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Joined: Oct 2003
Posts: 1,258
Virginia, USA
Quote:

It uses render to texture so it will probably only work in commerical and pro.




render to texture is pro only


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Soft filter? [Re: alienheretic] #23354
05/28/04 10:38
05/28/04 10:38
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
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Joined: Feb 2003
Posts: 264
Michigan,USA
i Have A6 Pro 6.22 i can see the blur map but it stays at 320 x 240 with the code above

Re: Soft filter? [Re: alienheretic] #23355
05/28/04 10:43
05/28/04 10:43
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
Member

Joined: Feb 2003
Posts: 264
Michigan,USA


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