From: Gregory S. <wo...@tr...> - 2012-01-26 14:28:29
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On Thu, 26 Jan 2012, Loren Petrich wrote: > I'm sorry that I haven't participated as much as I've wanted to. My > health hasn't been that good. :( I'm sorry to hear that :( > But I just finished the trilogy again, and it's very nice work, with > only one bug: the inventory does not work propertly. How does one go > from Weapons to Items in the HUD? One doesn't. If you're carrying a chip it will show up in the HUD, and you can see your ammo for the current weapon. > As to the filters for hits and under liquids, one might be able to get > closer to the software-rendering originals with suitable fragment > shaders, effects like solarization. One might also be able to make the > "static" effect. I've found GLSL functions for doing both: mod and > noise. Yeah, that would be nice. The appromixations in fixed function OpenGL are inauthentic. We do have a nice "static" effect shader for inhabitants and walls, though! GLSL's noise function is poorly supported, so we use something different. Look at the "invincible" fragment program in OGL_Shaders.cpp. This could be adapted for use with the weapons in hand, and fullscreen faders. Gregory |