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 21 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 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
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user_id=717323
Version 1.7.12 will support these blending modes.
#5 Updated by skyjake over 21 years ago
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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)
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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.