Author Topic: over exposure...  (Read 3548 times)

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Offline Anaz

  • 210
Quote
Originally posted by Rictor
so...whats wrong with that?
I mean, from a completely non-techincal point of view...


the implimentation wasn't 100%, IIRC, and even though you were rendering to a 64x64 texture, it's still another pass
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Offline Rictor

  • Murdered by Brazilian Psychopath
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So in other words, it would drag down the frame-rates significantly, right?

 

Offline Taristin

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Halo 2 had this, it looked cool on the glowing parts of the Honor warriors...
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Offline Deepblue

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  • 210
:D

It also shows up on specular spots.

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
the problem is that just rendering to a low res texture won't work.t needs to be properly blured, otherwise it will just look like a low res rendering.
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Offline Fry_Day

  • 28
The best idea I've seen going about blurring it is drawing to the texture, using the card's auto-mipmap features, and drawing a bit of the lower level mipmaps too as a free blur. No pixel shaders.
Granted, it looks much worse than a true blur, but it works and looks okay.

 

Offline Liberator

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speaking of mipmapping, would it be possible to use mipmapping as a substitute LOD system?  I know in C&C: Renegade, the the models use only one texture map with 4 levels of mipmaps that have to be removed to be edited and then regenerated.
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Offline Bobboau

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  • 213
fry, I've tryed that method and I think it looks bad
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together