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DoF not dynamically adjusting
#227465
09/14/08 15:30
09/14/08 15:30
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Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
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I think this is right forum to post this in, maybe not. If not I hope a mod will move this. I'm using a DoF code by Slin. And I'm trying to have it dynamicaly adjust according to what the player is looking at. I do this through a c_trace. It's been a while, and long while, since I've used 3DGS. So maybe somebody could explain to me why this code dosen't work void calc_dof()
{
PP_DoF_init(camera,500,1000,1000,30,2);
while(1)
{
c_trace(camera.x, vector(camera.x, camera.y, camera.z-1000),0);
PP_DoF_SetValues(target.x,target.x+500,1000,30,2);
//beep();
wait(1);
} When I had the beep uncommented it was beeping, so I know the code is working to that extent, but the focus is not adjusting. By the way the parameters for the DoF are this in Slin's code: PP_DoF_SetValues(NearPlaneDist,FarPlaneDist,FarFadeoutDist,BlurRadius,DownsampleFaktor);
-Johnny Thrash
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Re: DoF not dynamically adjusting
[Re: TWO]
#227477
09/14/08 16:02
09/14/08 16:02
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Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
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Oh damn, thanks. That was stupid mistake. But still it isnt giving the effect I thought it would. The screen is blurry like it should be. But if I understand this right. By adjusting the near and far plane in the DoF parameters shouldn't it by all rights focus on the area between?
-Johnny Thrash
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Re: DoF not dynamically adjusting
[Re: Slin]
#228272
09/18/08 13:08
09/18/08 13:08
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Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
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I have a really nice nvidia card. Like I said I get the blurry screen...but no appearent "depth". Was it just poorly designed code? I mean as far as different video cards go?
-Johnny Thrash
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