Luuk van Venrooij
09-06-2008, 11:56 PM
For the campagny I currently work for I implemented a DirectX version of there OGL renderer over the past few months. Now I`m shifting my focus for some new cool effects to add to it. Since the engine must have low system requirements we currently don`t use any form of shaders. Just the fixed function pipeline and basic lighting and material functions. I have been doing some research on some new effects which only use the OGL 1.1 specifications.
THe first one is a glow effect using glow textures. First seen in tron 2.0 the first pass renderes the scene with only the parts of the mesh you want to see glowing. This is copied to a texture and then scaled down a number of times. These are then added adaptively the produce a sort of glow effect. By ajusting the alpha you can even make them flicker etc.
Screen:
http://img396.imageshack.us/img396/8373/34664384vz1.th.jpg (http://img396.imageshack.us/my.php?image=34664384vz1.jpg)
The second is a sort of projective lighting. I got the idear for this effect from a video of unreal engine 3 except I use a "lightmap" and they use shadowmapping. The results are pretty similar except I only use OGL 1.1 The first pass renders the scene normal with diffuse ligthing. The second pass blends a projected texture into the scene:
Unreal video at 1 min 20 sec:
http://www.youtube.com/watch?v=Plnh28ykavQ
Screen:
http://img396.imageshack.us/img396/75/96964489no1.th.jpg (http://img396.imageshack.us/my.php?image=96964489no1.jpg)
Both demo`s are in this zipfile here of course with delphi source :D:
http://www.genesisdevice.net/downloads/demos.zip
Controls are the mouse and WASD and F1 and F2 for debug stuff.
Note that both these where coded in less than a day and probebly could be optimised a bit. Also the normal calculations for the projective lightdemo can take a minute.
Over the next few weeks ill probebly post some more research.
THe first one is a glow effect using glow textures. First seen in tron 2.0 the first pass renderes the scene with only the parts of the mesh you want to see glowing. This is copied to a texture and then scaled down a number of times. These are then added adaptively the produce a sort of glow effect. By ajusting the alpha you can even make them flicker etc.
Screen:
http://img396.imageshack.us/img396/8373/34664384vz1.th.jpg (http://img396.imageshack.us/my.php?image=34664384vz1.jpg)
The second is a sort of projective lighting. I got the idear for this effect from a video of unreal engine 3 except I use a "lightmap" and they use shadowmapping. The results are pretty similar except I only use OGL 1.1 The first pass renders the scene normal with diffuse ligthing. The second pass blends a projected texture into the scene:
Unreal video at 1 min 20 sec:
http://www.youtube.com/watch?v=Plnh28ykavQ
Screen:
http://img396.imageshack.us/img396/75/96964489no1.th.jpg (http://img396.imageshack.us/my.php?image=96964489no1.jpg)
Both demo`s are in this zipfile here of course with delphi source :D:
http://www.genesisdevice.net/downloads/demos.zip
Controls are the mouse and WASD and F1 and F2 for debug stuff.
Note that both these where coded in less than a day and probebly could be optimised a bit. Also the normal calculations for the projective lightdemo can take a minute.
Over the next few weeks ill probebly post some more research.