Game Development Community

Altering render pass?

by FruitBatInShades · in Torque Game Engine · 01/19/2005 (7:21 am) · 9 replies

Has anyone managed to tap into the graphics layer to achieve the following sort of effects?

1. Overlay png on each frame (NightVision goggles etc)
2. Affect the lighting (Flash bangs etc)
3. Morph the screen (confused, drugged etc)
4. Different camera pass (sniper scope etc.)

Is it possible to add/execute GL commands to the scene before the final render is passed? Any demos, code, tutorials :oD

#1
01/19/2005 (9:58 am)
AFAIK, you can copy the back buffer into a texture and use it before flipping. You could re-draw the texture on a tesselated quad with some animated distortion, or draw it again with additive blending for some flash effects.

I think you can use copyTexSubImage to do it.
#2
01/19/2005 (10:06 am)
@Manoel: Do you have any demo code I could borrow :o)
#3
01/19/2005 (10:10 am)
Numbers 1 and 4 you can probably do with HUD elements.

Number 2 you just need to add a light, or again use a HUD element to 'blind' players.
#4
01/19/2005 (10:18 am)
2) is already in the engine something like whiteOut() it is a shapebase function
#5
01/19/2005 (10:25 am)
@Anthony: Thanks I'll check the docs
@Marc: 4 needs to be a different camera as your are zoomed in on the subject so I need to get the players view from a different camera, but not move the player.
#6
01/19/2005 (11:07 am)
You don't need a second camera, you just need to change the fov (field of view) to get a zoom effect.
#7
01/19/2005 (12:09 pm)
Here:
nehe.gamedev.net/data/lessons/lesson.asp?lesson=36

This NEHE tutorial shows the basics of render to texture in openGL (without using p-buffers).
#8
01/21/2005 (5:21 am)
I know i'm being thick but where do i change the field of view?
#9
01/21/2005 (5:26 am)
Durr.. zoomed view is already implemented in starter.fps!