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Depth of view #93165
10/05/06 17:21
10/05/06 17:21
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline OP
Expert
Uhrwerk  Offline OP
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Hello Shader Gurus out there,

i have a question concerning depth of view. Would this in any way be possible with gamestudio and of course a nice framerate. What would be to do to achieve this. Was the render to texture feature necessary for this?

Thanks in advance and regards,
Zeitwerk


Always learn from history, to be sure you make the same mistakes again...
Re: Depth of view [Re: Uhrwerk] #93166
10/05/06 21:34
10/05/06 21:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I'm no guru, but you'd need depth buffer (z-buffer) information to pass on to the shader I think. In 3dgs we don't have access to it, as far as my engine knowledge goes I'm not sure if it's even using one, but suppose it does. No, but seriously it must have z-buffer, because that's what's used in culling to when I'm not mistaken here ,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Depth of view [Re: PHeMoX] #93167
10/06/06 06:03
10/06/06 06:03
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
I have an idea to do it without any shader and with a very useful frame rate. But you need pro to do it (render to texture).
I didn´t tested it, but theoretically it works and I will try it for sure, as soon as I am no more that busy as I am now. I think to 75% that it will work.


:L
Re: Depth of view [Re: EX Citer] #93168
10/06/06 10:50
10/06/06 10:50
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Read Ogre3D forum showcase :

It has a topic on that and dicuss different techniques to do it, some fats , some slow.

Don't waste time digging how to do it , when other people have already done it

Re: Depth of view [Re: TheExpert] #93169
10/06/06 13:25
10/06/06 13:25
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline OP
Expert
Uhrwerk  Offline OP
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Well, i have seen nothing, that was apllicable to GameStudio, The Expert.

Any hints on what you have in mind, ExCiter?


Always learn from history, to be sure you make the same mistakes again...
Re: Depth of view [Re: Uhrwerk] #93170
10/07/06 00:45
10/07/06 00:45
Joined: Mar 2005
Posts: 123
O
oronll Offline
Member
oronll  Offline
Member
O

Joined: Mar 2005
Posts: 123
i faked it with a a big sphere and a blur shader.. but i have long lost the blur shader...

Re: Depth of view [Re: oronll] #93171
10/07/06 12:51
10/07/06 12:51
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline OP
Expert
Uhrwerk  Offline OP
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
What has that gotta do with depth of field?


Always learn from history, to be sure you make the same mistakes again...
Re: Depth of view [Re: Uhrwerk] #93172
10/07/06 14:48
10/07/06 14:48
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Quote:

What has that gotta do with depth of field?




it fakes it


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Depth of view [Re: Michael_Schwarz] #93173
10/07/06 22:38
10/07/06 22:38
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
thats a cool idea, does anyone have a blur shader that doesnt blur the camera, but is applied to a mesh?

I would pay for a real depth of field shader...


Drew Medina
Game Developer (Artist)
Personal & professional website
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Re: Depth of view [Re: Drew] #93174
10/08/06 17:39
10/08/06 17:39
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Ich schreib mal auf deutsch eh ich hier mir einen abbreche.
Das gute dabei ist, du kannst den Focus selber bestimmen, jeh nachdem welchen punkt du fixist, und es wird keinen unterschied auf die Geschwindigkeit machen. Nachteil meiner Idee ist das man für stärkeren Tiefenblur eine höhere Framerate braucht. Also umso kürzeres Depth of Field (alles wird schneller Unscharf (statt in 10meter zB schon in 0.5meter)

Es funktioniert folgendermaßen:
- Ich hoffe du kennst meinen Motion Blur, wenn nicht ist auch egal. Wenn du mal Pro hast sag bescheid und ich geb dir den Code. Mein Motionblur funktioniert so, das der Screen auf ein Panel gerendert wird. Das panel ist transparent, und der Gamestudiohintergrund ist NULL. Dadurch wird das Aktuelle Bild über die letzten Bilder gezeichnet. Umso transparenter das Panel umso stärker der Motionblur.

- Damit kann man theoretisch Tiefenunschärfe machen. Das kann ich aber besser mit einem Bild erklären. Aber erstmal mit Worten:
1.Motionblur "einschalten"
2.nen Punkt aussuchen wo der Focus liegt (Player, oder etwas was Anvisiert/locked wird wie zB Gegner oder Objekt, oder Koordinaten)
3. Die Kamera leicht und schnell um diesen Punkt random drehen (umso stärker man die Kamera dreht umso schneller kommt die Unschärfe (also statt in 10meter schon in 0.5meter absolut unscharf)

Hier nochmal einBild:


:L
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