Moderators: Nexuiz Moderators, Moderators
Samual wrote:Never mind, I got the glsl thing to work.... What you left out is that we have to use r_glsl_postprocess_uservec1 for setting the individual options.. Now, I use "1 1 0 0" and I think it makes a pretty decent depth of field - I like it.
I do have one question though, what are the other arguments? (Arg 3 and Arg 4?).. What do they do, I mean.
cl_cmd blurtest x y z
r_glsl_postprocess 1
r_glsl_postprocess_uservec1 "3 5 0 0" // 1st arg: radius, 2nd: power
Lee_Stricklin wrote:d00d! those blur screens look pretty kick ass! I can imagine seeing something on the same level as the first one while tromping around at like 60MPH and something like the second one when you boost yourself at like 120MPH.
terencehill wrote:Lee_Stricklin wrote:d00d! those blur screens look pretty kick ass! I can imagine seeing something on the same level as the first one while tromping around at like 60MPH and something like the second one when you boost yourself at like 120MPH.
I don't like this blur effect, the effect that rly kicks ass is the MOTION blur. It blurs only the part of the screen moving, the faster the movement, the stronger the effect. An example is the wonderful video Octobre by Pavlvs (it's applied by a video editor, not by the game, obviously).
r_glsl_postprocess_uservec1 "1 1 0 0"
r_glsl_postprocess 1
r_glsl_postprocess_uservec1 "3 5 0 0" // 1st arg: radius, 2nd: power
The comment here isn't correct, since those values are the result of some operations on x y z, being y and z the real radius and power.
Samual wrote:I feel the same way. Love the video. But I do like the depth of field blur too. Where objects further away are blurred compared to closer objects.... I accomplish this with:
- Code: Select all
r_glsl_postprocess_uservec1 "1 1 0 0"
I think it looks nice, what's your opinion on it?
mand1nga wrote:r_glsl_postprocess 1
r_glsl_postprocess_uservec1 "3 5 0 0" // 1st arg: radius, 2nd: power
The comment here isn't correct, since those values are the result of some operations on x y z, being y and z the real radius and power.
No, I'am right, as the time parameter works only with the blurtest command and handled from qc.
if(cmd == "blurtest") {
blurtest_time0 = time;
blurtest_time1 = time + stof(argv(1)); // argv(1) is x
blurtest_radius = stof(argv(2)); // argv(2) is y
blurtest_power = stof(argv(3)); // argv(3) is z
}
if(time > blurtest_time0 && time < blurtest_time1)
{
float r, t;
t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
r = t * blurtest_radius;
f = 1 / pow(t, blurtest_power) - 1;
cvar_set("r_glsl_postprocess", "1");
cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
}
else
{
cvar_set("r_glsl_postprocess", "0");
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
}
extern cvar_t r_motionblur;
extern cvar_t r_frametime
void DrawAccumBlur (void)
{
static int blurstate = 0;
float accblur;
static float damagetime = -1.0f;
if (!r_motionblur.value) return;
if (cl.stats[STAT_HEALTH] <= 0)
{
accblur = 0.75f;
}
else if (cl.cshifts[CSHIFT_DAMAGE].percent)
{
accblur = 0.75f;
damagetime = 0.5f;
}
else if (damagetime >= 0.0f)
{
damagetime -= r_frametime;
accblur = 0.75f;
}
else if (cl.cshifts[CSHIFT_CONTENTS].percent)
{
accblur = 0.666f;
}
else accblur = -1.0f;
if (accblur <= 0.0f)
{
blurstate = 0;
return;
}
if (!blurstate)
{
glAccum (GL_LOAD, 1.0f);
}
else
{
glAccum (GL_MULT, accblur);
glAccum (GL_ACCUM, 1.0f - accblur);
glAccum (GL_RETURN, 1.0f);
}
blurstate = 1;
}
DrawAccumBlur ();
merlijn wrote:About the server rating thing: Let's not do this. It will only cause the already popular servers to become more and more popular leaving many other (new) servers empty. Not to mention that a system for this would generally be quite easy to abuse in many different ways. Sorting servers by means of the bookmarks, ping and empty/full switches is more than enough. Only thing I'd personally like is to have bookmarked servers always shown (full/empty don't affect them).
About the authentication thing: there is a long thread that has been moved to the trash for offtopic nonsense. Despite this setback there is a lot of good (implementation) discussion. Doing this the right way will be fairly heavy job, but I'd be happy to talk about the concepts of how this should work.
Return to Nexuiz - Development
Users browsing this forum: No registered users and 1 guest