snippets from a mail discussion: authors are jorrit, thebolt and xotic
- 'Flare and sun effects, so when you look up, you are kind of blinded by the sun': hmm not sure but isn't this already doable with CS somehow?
For simpler ones i think a alpha-blended quad (pretty much like current halos, but nicer and bigger.. and more transparent) could work. To get the effect I think Talad is after you need post-processing with bluring+blending, preferably on float render targets.
Probably dooable, but that would be just like sun, not like blinding, as the flare would then need to be _very_ big, and that would not look right either. I think making a realistic "blinded by the light" effect, is not possible now, unless you do some shader, on a plane you put right in front of the camera, that you always look through. Would possibly require R2T, or some kind of dynamic procedural texture with "CEL variable" input... or something :p
- 'Filters to the whole scene, like a post-processor for night vision, infravision, other nice effects.': fullscreen effects that are just a matter of adding a single semi-transparent polygon on top of what is already rendered are trivial to do. But can we do the effects mentioned here?
I think you have to put these into two parts: - Things that can be done with purly image-space techniques (ie take what you get when rendering normally and process that); right now I can come up with blur effects, color-tinting, gamma-ramping - Things that needs combination of things during rendering and post-processing, say texture with z-buffer as well as the normal one, or object tagging during rendering (for say.. infrared/"nightvision" camera etc)
- 'Underwater vision, can probably be done with the post processors shown above': ok, that's a post-processing effect.
See above
Using fog would be possible, but not easy to determine that a fog should be inside a "box", maybe below a cetain "z" value inside a sector, but not sure.
