![]() apply a linear vertical blur to that by taking the horizontal blur texture and doing essentially the same steps but with y offsets instead of x offsets.Draw one copy at an offset of x = 0 with opacity 1.0, draw two further copies - one at x = +1 and one at x = -1 - with opacity 0.63 and a final two copies - one at x = +2 and one at x = -2 with an opacity of 0.17. apply a linear horizontal blur to that by taking the source texture you just rendered and drawing it, say, five times to another texture, which I'll call the horizontal blur texture.render all lines to a texture as normal, solid hairline lines.In your case you probably want just to display the Gaussian image rather than mixing it with an original since the glow is all you're interested in. ![]() Gamasutra has an (old) article on how glow was achieved in the Tron 2.0 game - you'll want to pay particular attention to the DirectX 7.0 comments since that was, like ES 1.0, a fixed pipeline. In ES 1.0 you can use render-to-texture creatively to achieve the effect that you want, but it's likely to be costly in terms of fill rate.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |