Working on framework, but now im playing around with some cool looking basic stuffs:

Multitexture Terrain:3 images, with dynamic shadow, specular, normal mapping!


Soft Particles from Wiki!



G buffer Glass, with Specular!
Using the soft particle tutorial from the Wiki, I was able to use the lines that sampled the depth buffer view, and make them sample the G_buffer scene. Then, after sampling the G_buffer scene with a poisson filter/taps, I was able to blur the image! This technique however is not very versatile, since objects will sample themselves, since they are drawn in the same frame frown Thats why if you have complex objects that are transparent, youll see flickers and distortion in overdraw areas, since the model is sampling itself and drawing on itself! It looks good from far away.





Last edited by jumpman; 03/02/18 19:55.