Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on February 05, 2005, 08:57:34 am
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As I understand it, the reason why blooming was never implemented had to do with the inability of the engine to handle any more render passes than it's already doing. So, I was wondering - are the render passes eliminated by turning commandlines like -glow -spec and -env off? I just wonder because, personally, I'd be willing to sacrafice environment mapping for blooming, and since my video card (Radeon 9200) doesn't support spec anyway, I'd in turn willingly take that off for, say, bumpmapping or whatever else might need a new renderpass.
I'm probably on the wrong track here as, having typed that, it strikes me as unlikely that you wouldn't have thought of it. But worth asking, no?
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you do know -spec works in openGL? Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.
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Originally posted by PhReAk
you do know -spec works in openGL? Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.
I know it works in OGL, but it looks crapper than I remember for some reason.
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we currently have three rendering passes, there is no limit to how many rendering passes we can use, blooming is a post processing effect wich we cannot implement currently due to our inability to render to a texture, due to the insaine way our texture system is set up.
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Originally posted by PhReAk
you do know -spec works in openGL? Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.
on a Radeon 9000, shines work, but shinemaps dont
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insaine?
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nuttier than a bulimic squirrel
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Do I sense a plan to fix it...
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Post processing effects would be no problem if we had pixel shaders, right?
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emm... no, becase of the render to texture problem I just mentioned as being 'the' reason this can't be done.
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Huh, but I there are already post progessing effects possible under OpenGL in FS2. Well, only with ATI's Smartshader, but it is possible.