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SEGFAULT - Custom 1.2 client

Started by tachyon, August 02, 2010, 09:51:45 AM


OhaiReapd


Volt


Lonly

Quote from: Volt on August 21, 2011, 08:56:40 PM
Quote from: OhaiReapd on August 21, 2011, 03:22:17 PM
What is that supposed to be?

Code to get R_bloom working

Its quite glitched (you would know this if you used SEGFAULT already). Flickers at a distance.

/dev/humancontroller

here's an epic tip: if you want your eyesight to deteriorate, then turn the bloom effect on!

Lonly

This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.

BTW the command to turn it on is r_bloom 1

/dev/humancontroller

Quote from: Lonly on August 21, 2011, 11:23:46 PM
This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.
(by "3D bloom" you probably mean HDR.) there's the so-called bloom effect, which is only a post-processing effect, and affects the whole screen. it strains the eyes more as the bloom effect intensity parameters increase. there's also the so-called high-dynamic range lighting, a lighting and post-processing technique to generate bloom around the overlit points of the screen. with appropriate HDR intensity parameters, in most cases blooming is minimal. i haven't played Killing Floor, but from the screenshots it appears that KF applies both. and as you can see, KF takes blooming to a "whole new level".

Lonly

#97
I just got real bloom successfully working, in OpenGL and its amazing. There are a couple of problems, mostly to do with OpenGL.

Working on it...