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New Halo Selections Shader

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USrankaeonios
16 days ago
(edited 15 days ago)

The old 'blurry halo selections' shader/widget had a couple of issues, not least of which that it did not work on ati cards. I've rewritten it to be a lot nicer and barring disasters it should be in stable sometime soon.

-It should now work on ati cards.
-The halos look a lot more like 'blurry halos' and less like pencil outlines.
-Halos now have a much more consistent thickness vs camera zoom level.
-Options have been simplified.

Comparison screenshots:
Old:
https://s28.postimg.org/u1rpkkf4b/screen00025.png?dl=0

New:
https://s29.postimg.org/3zq59rklh/screen00206.png?dl=0

+8 / -0
AUrankhedgehogs
15 days ago
Cool! Great Job Aeonois!

I_I :)
+0 / -0
USrankaeonios
14 days ago
Derp. This is now in stable but it's broken by ally selections. :[ I've fixed it pending the next zk release.
+0 / -0
AUrankhedgehogs
13 days ago
Can we have old Halo look as option aswell?
The penline colors
+0 / -0
USrankaeonios
13 days ago
(edited 13 days ago)

Just turn the blur setting all the way down and adjust the thickness.
+1 / -0
AUrankAdminGoogleFrog
13 days ago

Donator star
You should cull the geometry with the terrain to hide the underwater supports for the mex and radar. This cannot be achieved by hiding those parts of the model when irrelevant because the underwater section of the mex is also used for mexes to make them look more reasonable when constructed on steep cliffs.
+1 / -0
USrankaeonios
13 days ago
Well, I tried it, but there doesn't seem to be a way to attach the terrain depth texture to an fbo except by copying it. Given that I just saved a bunch of texture bandwidth by using MRT I would rather not.
+0 / -0
USrankaeonios
10 days ago
This should now be in stable, working properly and additionally more efficient than the initial implementation was.
+0 / -0