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Blurmap effect and screen resolution [Re: alienheretic] #23366
11/26/04 04:34
11/26/04 04:34
Joined: Oct 2004
Posts: 30
Montreal, Canada
H
hondarider Offline
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hondarider  Offline
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H

Joined: Oct 2004
Posts: 30
Montreal, Canada
Hello All!

I'm trying out the blurmap effect elaborated by Cellulaer.

It works fine with the initial 640x480 pixel screen resolution.
However, when I press the F5 key to increase the screen resolution,
a strange thing happens:

the monitor goes black and sounds like it is switching back and forth
between resolutions. Finally, the computer gives up, interrupts the
program and puts up an error message. What is even more strange is that
the effect works fine if I change the video_mode variable by hand in
the script itself before running the level.

Has anybody else observed the same phenomenon? Might this be some kind
of interaction between the Acknex camera scripts and the blurmap script?
Or is it something which has to do with the bmap_for_entity command itself?

Thanks!

Thomas

Re: Soft filter? [Re: ello] #23367
11/26/04 17:35
11/26/04 17:35
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
is this shader working with DX9? And is the wikipage updated?


:L
Re: Soft filter? [Re: EX Citer] #23368
11/28/04 03:37
11/28/04 03:37
Joined: Oct 2004
Posts: 30
Montreal, Canada
H
hondarider Offline
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hondarider  Offline
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H

Joined: Oct 2004
Posts: 30
Montreal, Canada
Yes blurmap is working fine with the DirectX 9c provided by Conitec.

I wouldn't know about the wiki page though since I took the blurmap from the original forum post by Cellulaer. However, I did noticed that the fur, toon and hatching shaders posted on wiki do not seem to work in A6.3. On the other hand, they work fine in A6.2 with DX9. One of the reasons why I went back to A6.2.

Question: Is it correct to talk about "shaders" in the case of the blurmap effect since it only uses the bmap_for_entity function to map a view onto a sprite. I'm wondering because, from what I read in the manual, I thought shaders were a special type of rendering at the pixel or vertex level.

Thanks,

Thomas, aka Hondarider

Re: Soft filter? [Re: hondarider] #23369
11/28/04 04:20
11/28/04 04:20
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Posts: 4,131

The reason it works in 6.2 and not 6.3 is that 6.2 doesnt use dx9 to run-- it still uses dx8. 6.3 is fully dx9 however.

Re: Soft filter? [Re: hondarider] #23370
11/28/04 05:46
11/28/04 05:46
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
you can apply load the following fx-file into your rendertarget's material:
blur_fx

Re: Soft filter? [Re: Matt_Aufderheide] #23371
11/28/04 05:47
11/28/04 05:47
Joined: Oct 2004
Posts: 30
Montreal, Canada
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hondarider Offline
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hondarider  Offline
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Joined: Oct 2004
Posts: 30
Montreal, Canada
So does this really mean that DX9 contains DX8 but with the addition of new functions? I was under the impression that DX9 was new from the ground up.

Re: Soft filter? [Re: ello] #23372
11/28/04 05:59
11/28/04 05:59
Joined: Oct 2004
Posts: 30
Montreal, Canada
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hondarider Offline
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hondarider  Offline
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Joined: Oct 2004
Posts: 30
Montreal, Canada
Thanks Ello!

Hum! This is way out of my league. I am guessing that this code will bypass the processes of creation of a view and the bmap_for_entity statement used to map this view on a sprite.

Am I right, or completely off the target and I have to use blur_fx with the original blurmap effect written in C-script language?

Re: Soft filter? [Re: hondarider] #23373
11/30/04 06:28
11/30/04 06:28
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
of course you need to render the view to a target first and then apply the blur shader to it

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