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Feature #1225

Tenebrae style blood

Added by skyjake over 21 years ago. Updated about 12 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
-
Target version:
-
Start date:
2003-07-03
% Done:

100%


Description

If youve seen tenebrae, or the early build of....that..
game... , youve noticed how beatifully dark and grisly
the blood is. I can only guess at exactly how its done,
but the shader for it contains this:

blendfunc GL_ZERO GL_ONE_MINUS_SRC_COLOR

The actual decal is a cyan colored splotch. When these
decals are splattered all over the place, it looks real
messy, and nothing like someones been swinging a
bucket of red paint around :)

Labels: Graphics

History

#1 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

yeah that would be fine but this should be called 'doom3
style bloodsplats' since the tenebrae team "borrowed" the
cyan-colored-particle-texture-idea + GL_ZERO
GL_ONE_MINUS_SRC_COLOR blendfunc form the doom3 alpha

#2 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

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A lot of features that tenebrae has would benefit Doomsday.

#3 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

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http://tenebrae.sourceforge.net
Take a look at some of those pics. Those features REALLY
would benefit Doomsday v2.0.

#4 Updated by skyjake over 21 years ago

Logged In: YES
user_id=717323

Version 1.7.12 will support these blending modes.

#5 Updated by skyjake over 21 years ago

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user_id=717323

Yeah, they look swell. Doomsday 2.0 will need a redesigned
renderer, and the assorted stuff in Tenebrae will surely be
a good reference. However, I'd like to keep the generation
of precalculated data to a minimum. Also, unlike Quake, the
Doom map structure (being essentially 2-D) allows much more
dynamical map architecture. This makes it more difficult to
efficiently render advanced lighting effects.

#6 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

This you mean >
http://tenebrae.sourceforge.net/shots7/quake00115.jpg

This could be achieved now if a new blending mode was
added for particles. Instead of additive blending use instead
subtractive blending.

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