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Enable post processing for view entities
#298394
11/14/09 17:09
11/14/09 17:09
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Joined: Jun 2005
Posts: 656
Grafton
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If view entities are used for such things as first person weapons or sun flares, you can not use post processing effects or the view entities will not be visible. So currently you must choose between having postprocessing effects or view entities. It would be slightly better if view entities would be rendered on top of the post processing so at least they would be visible. Ideally, it would be nice to set a flag for each view entity as to whether it will be rendered with the view (post processed) or after postprocessing (no pp effects, but visible). Thanks for considering my suggestion.
Not two, not one.
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Re: Enable post processing for view entities
[Re: Grafton]
#298529
11/15/09 19:47
11/15/09 19:47
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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seconed. we've had the same problem and it took ages to find out why the entities weren't showing. very annoying.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Enable post processing for view entities
[Re: jcl]
#298616
11/16/09 14:06
11/16/09 14:06
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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It had something to do with shaders... if I enabled them I had no view entities and then, without changing anything else except for disabling the shaders, i couldn't see the models any more. It wasn't angles or flags...
I have no clue about shaders, but I'll ask someone from my team to post.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Enable post processing for view entities
[Re: jcl]
#298786
11/17/09 21:31
11/17/09 21:31
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Joined: Jun 2005
Posts: 656
Grafton
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In much post processing the original view or subsequent views are blended with a view or views that are processed. Such as in a multipass bloom effect. However it seems that currently if a bitmap is assigned to the camera view, for later processing, view entities will not appear. The code below uses the workshop emboss example modified with a blob view entity and two lines that set up a bitmap for the camera view. As is, the view entity appears, but uncomment the lines to create the camera bitmap, and the view entity is not rendered.
ENTITY* blob =
{
type = "blob.mdl";
flags2 = SHOW;
x = 150;
y = 35;
}
BMAP* camera_scene;
MATERIAL* mtlEmboss = {effect = "pp_emboss.fx"; }
VIEW* viewEmboss = {material = mtlEmboss; flags = PROCESS_TARGET;}
function main()
{
//camera_scene = bmap_createblack(screen_size.x, screen_size.y,32);
//camera.bmap = camera_scene;
camera.stage = viewEmboss;
level_load("");
ent_create("blob.mdl",vector(150,0,0),NULL);
}
This is also the reason why a user of shade-c's DOF, HDR or bloom effect find that their view entities are no longer visible with any of shade-c's effects enabled.
Not two, not one.
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Re: Enable post processing for view entities
[Re: Grafton]
#298788
11/17/09 23:24
11/17/09 23:24
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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to your left
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I have the exact same problem. As described by Grafton, when using shade-c, view entities will not be visible, as soon as i render the scene into a bmap. Tried everything i could think of to solve this problem so i can release a fix for shade-c, but so far i didn't have any luck. If rendering view entities into render targets isn't possible at all at the moment, please consider releasing a fix in the future. It's not urgent as you can use workarounds, but it would be nice to have that feature some day
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Re: Enable post processing for view entities
[Re: jcl]
#298855
11/18/09 13:56
11/18/09 13:56
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Joined: Jun 2005
Posts: 656
Grafton
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Posts: 656
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Thanks JCL, I hope you also consider creating the ability to add view entities to the post processing via a flag. A first person weapon or sun flares might look strange if they were the only parts of the scene without DOF, HDR, bloom etc.
Not two, not one.
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