RE: [Algorithms] Halo's Lightshafts
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From: Gary M. <ga...@va...> - 2001-12-03 02:14:05
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I think that *may* have been fixed in dx8.1? > -----Original Message----- > From: Daniel Vogel [mailto:vo...@ep...] > Sent: Sunday, December 02, 2001 4:07 PM > To: Garett Bass; gda...@li... > Subject: RE: [Algorithms] Halo's Lightshafts > > > Destination alpha doesn't work on Win2k in windowed mode. > > -- Daniel, Epic Games Inc. > > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...]On Behalf Of > > Garett Bass > > Sent: Sunday, December 02, 2001 6:54 PM > > To: gda...@li... > > Subject: RE: [Algorithms] Halo's Lightshafts > > > > > > How widely is destination alpha supported on consumer > hardware? Is this a > > console/GF3-only trick? Thx for the info. > > > > Garett > > > > -----Original Message----- > > > > For a faster approach try using destination alpha. > Anything you want to > > have the filtery effect (bright lights, the sky, etc) write > > the brightness into desination alpha during normal > rendering. Then at the > > end, copy the back buffer into an offscreen buffer and > > blend that back over the back buffer a few times > additively, sourcing the > > destination alpha you wrote earlier so just those pixels > > that actually drew from the bright objects are used. > > > > -Wade > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |