Feature #1225
Tenebrae style blood
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 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
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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 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
A lot of features that tenebrae has would benefit Doomsday.
#3
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    (originally posted by anonymous SF.net user)
Logged In: NO
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 22 years ago
    Updated by skyjake over 22 years ago
    
    Logged In: YES 
user_id=717323
Version 1.7.12 will support these blending modes.
#5
     Updated by skyjake over 22 years ago
    Updated by skyjake over 22 years ago
    
    Logged In: YES 
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 about 22 years ago
    Updated by skyjake about 22 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.