IT WORKS ... kinda ... not really
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IT WORKS ... kinda ... not really
SUP, so i did this nuice little tutorial to add motion blur to quake [http://home.earthlink.net/~rottenturd/Tutorials/tuts.html], and it works..in the sense that stuff is blurring. BUT when blur is activated it has this lil nasty side effect where t dosen't draw the map [as in the walls n shit, the other stuff seems ok] but it does draw fullbrights 0_o?
i was thinking screenshot to show what i mean but then i realized it wouldn't show the blur good enough so anywaysexample is here
personaly i think it might be this little spot of code
somthing about it doesn't seem right :S
..oh yeah the source im working from is the, i think its the latest proquake source, with extras crap added by me [model glows, square transparent lingering particles etc.]
i was thinking screenshot to show what i mean but then i realized it wouldn't show the blur good enough so anywaysexample is here
personaly i think it might be this little spot of code
- Code: Select all
if(gl_motionblur.value > 0) R_RenderMotionBlur(); //RottenTurd's motion blur
else R_DrawWorld(); //adds static entities to the list
somthing about it doesn't seem right :S
..oh yeah the source im working from is the, i think its the latest proquake source, with extras crap added by me [model glows, square transparent lingering particles etc.]
bah
- MeTcHsteekle
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sounds a bit like messed up TMU's, had a ton of those to fix when i added bloom to my engine from one of the tutorials since every quake engine and its mother does it a different way
some use the original GL_EnableMultiTexture/GL_DisableMultiTexture some has there own TMU switching functions and some even do it directly so its a mess.
and to kick the groin even more some uses TMU paths that where not originally there like TMU2 TMU3.
some use the original GL_EnableMultiTexture/GL_DisableMultiTexture some has there own TMU switching functions and some even do it directly so its a mess.
and to kick the groin even more some uses TMU paths that where not originally there like TMU2 TMU3.
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revelator - Posts: 2567
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I've some pretty good OpenGL motion blur code that works well and is happy with TMU switching; I'll post it up later on today. 
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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oh ok's :O
would u compare it to a rottenturd?
Spike wrote:That motion blur tutorial is a bit vile, truth be told.
would u compare it to a rottenturd?
bah
- MeTcHsteekle
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Its just that that tutorial is tailored for unmodified quake. It doesn't state what it is doing, nor why it is doing it.
It looks to me like it darkens the screen then draws the world with slight transparency.
Well that does indeed preserve some of the framebuffers contents from the previous frame, at least.
But it doesn't blur alias models. It just draws over the world with those.
And nor does it support texture sorting. Which is actually the faster way to draw the world.
And the amount it darkens the screen by isn't matched by the amount it lightens it again by drawing the world.
And quake is generally not single buffered.
The author binds texture object 0, and still uses texcoords?
Depth testing is disabled for the darkening, but depth writing is left enabled?
And he disabled culling to draw a quad at a known location. When he could have just made it face the camera.
So from a technical stand point, its simply not very robust/consistant.
From a tutorial stand point, the fact that the author's name is mentioned in 71% of the comments implies that they feel that documentation is 30% their name, and 80% copy+paste.
I just wish I could remember where the depth buffer was cleared.
It looks to me like it darkens the screen then draws the world with slight transparency.
Well that does indeed preserve some of the framebuffers contents from the previous frame, at least.
But it doesn't blur alias models. It just draws over the world with those.
And nor does it support texture sorting. Which is actually the faster way to draw the world.
And the amount it darkens the screen by isn't matched by the amount it lightens it again by drawing the world.
And quake is generally not single buffered.
The author binds texture object 0, and still uses texcoords?
Depth testing is disabled for the darkening, but depth writing is left enabled?
And he disabled culling to draw a quad at a known location. When he could have just made it face the camera.
So from a technical stand point, its simply not very robust/consistant.
From a tutorial stand point, the fact that the author's name is mentioned in 71% of the comments implies that they feel that documentation is 30% their name, and 80% copy+paste.
I just wish I could remember where the depth buffer was cleared.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Spike wrote:Its just that that tutorial is tailored for unmodified quake. It doesn't state what it is doing, nor why it is doing it.
It looks to me like it darkens the screen then draws the world with slight transparency.
Well that does indeed preserve some of the framebuffers contents from the previous frame, at least.
But it doesn't blur alias models. It just draws over the world with those.
And nor does it support texture sorting. Which is actually the faster way to draw the world.
And the amount it darkens the screen by isn't matched by the amount it lightens it again by drawing the world.
And quake is generally not single buffered.
The author binds texture object 0, and still uses texcoords?
Depth testing is disabled for the darkening, but depth writing is left enabled?
And he disabled culling to draw a quad at a known location. When he could have just made it face the camera.
So from a technical stand point, its simply not very robust/consistant.
From a tutorial stand point, the fact that the author's name is mentioned in 71% of the comments implies that they feel that documentation is 30% their name, and 80% copy+paste.
I just wish I could remember where the depth buffer was cleared.
And the really funny thing is that you don't even need to do most of those things. In fact you don't even need to capture the framebuffer; the code I have is about 7 or 8 lines and is pure accumulation buffer stuff.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
mh wrote:And the really funny thing is that you don't even need to do most of those things. In fact you don't even need to capture the framebuffer; the code I have is about 7 or 8 lines and is pure accumulation buffer stuff.
The thing about the accumulation buffer is that I have no idea if it'll actually work on Intel cards.
Well, that and that you have to request one at startup. Eww.
- Spike
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Spike wrote:mh wrote:And the really funny thing is that you don't even need to do most of those things. In fact you don't even need to capture the framebuffer; the code I have is about 7 or 8 lines and is pure accumulation buffer stuff.
The thing about the accumulation buffer is that I have no idea if it'll actually work on Intel cards.
Well, that and that you have to request one at startup. Eww.
Yeah, it works on Intel.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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