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Messages - Voltage

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1
2 shaders are used as an optimization.  You can do it with one shader pass, but if each pixel looks up a surrounding 5x5 pixel box then you have to do 25 lookups.

If you do horizontal 5 pixels in one pass and then vertical 5 pixels on the result od the horizontal pass, you have only done 10 lookups per pixel (instead of 25) for the same(similar?) result.

The numbers he uses are "weights based on how far the lookup is from the centre pixel (current pixel).

See here: http://www.aishack.in/2010/08/image-convolution-examples/


2
"Do I apply horizontal blurring to the texture, then take the result of that process and apply vertical blurring to it, then take the result of that and render it to the screen?"

Yes, you can do it this way.

Or more advanced... choosing what glows, and what doesn't: http://www.gamasutra.com/view/feature/130520/realtime_glow.php?print=1


3
I'm in.  You read it here first. \o/  :xmas:

5
General coding questions / Re: Pixel Shader Question
« on: August 26, 2013 »
The pixel shader knows nothing of previous state as you mention.... but you can save that state into a texture, and read from the texture in the next frame.

For example:

http://glsl.heroku.com/e#424.12

6
Hey ash,

Nice that you found this place via my 4k :)  (Do I win a prize or something guys?)

Welcome to the forums.


7
Projects / Re: Bitmap-Font Maker
« on: April 18, 2012 »
heh. Cause blur and distance are different functions.  Distance affects the surrounding pixels but leaves the original font pixels untouched.  Blur doesn't.

As you were people.

8
Projects / Re: Bitmap-Font Maker
« on: April 18, 2012 »
After reading that a couple (read 4) times, it clicked. \o/

So, for each pixel in char block, get distance from this pixel centre to the calculated subpixel surface.  Adjust and clamp tween 0 and 1, and store. Right?

Thanks for the explanation hellfire.

Regarding all this effort though, couldn't you just blur the original 2 bit texture and use that?  I'll attempt to answer that myself.

9
Projects / Re: Bitmap-Font Maker
« on: April 18, 2012 »
Nice work Hellfire, karma++ 

I've used this tool before, and I'll use it again.

To get some better precision I do a re-vectorization of the anti-aliased bitmap using marching squares.
Otherwise (when working with whole pixel distances only) you would need to increase the rendering size drastically (which makes the search incredibly slow).

Any chance I could get an explanation like I was 5? :)

Another question regarding the shader that would be used to draw these distance field fonts.  It would look up a texel, and it would know how far from the font it is by this lookup.... but what to do with that info?  Do I draw here or not?

10
Find attached a bunch of random google images for inspiration.

11
Projects / Re: s4k
« on: March 27, 2012 »
It works here on my crappy work machine.  It spins very fast though.  Much faster than in the editor.

12
Projects / Re: s4k
« on: March 21, 2012 »
I'm trying to figure it out by your screen shots....  Even some saved examples to work with would be helpful... maybe even preferred.

I can't produce any output from it.

See attached screenie... I tried to copy your screen shot, but there are parameters that I can't see.


13
Projects / Re: s4k
« on: March 20, 2012 »
This looks really cool.  I downloaded it to play around a bit, and I have no idea what I'm doing. 

Any chance of a 2 minute 'getting started' explanation?

14
Nice colour selection.  The reflections really add a lot to the effect too.

Looks amazing as usual hellfire.  Have you tried adding "blending"?  http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

This would look awesome blended with something.

15
64k you say....

shader functionality you say....

check out IQ's frameworks: http://www.iquilezles.org/www/material/isystem1k4k/isystem1k4k.htm

Specifically check out the i1k_OGLShader and 4k version.

You can either use his source or find out how he handles things.

16
General chat / Re: Interfacing with a C64
« on: February 10, 2012 »
You can look into network (ethernet) cartridges for the c64.  RR-net for example.

I'm not sure how much or where you can get them, but that may be a cheap option.

17
General chat / Re: Forum Politics
« on: December 04, 2011 »
It's lonely up here. ;)

Thank God this place doesn't dabble in politics.

...

That got me thinking of this place. There's never been any kind of issues like that here. The Admins and the Moderators have done a bang up job of keeping this community together. I look back at all the years I've been here and I think I can only remember 1 instance of trolling which lasted all of 1 post before it was kicked to the curb.



Well said.  This is a relaxed non elitist place to hang out and talk code.  Thanks to Shockwave and the mods for keeping it on track... and active for so long.

18
General chat / Re: Forum Politics
« on: November 24, 2011 »
I think it helps that everyone here knows that I'm the best.

19
General chat / Re: Humble Bundle
« on: October 08, 2011 »
I got this bundle as well. 

Can't say I'm a big fan of Frozen Synapse, but the bundle came with 'Trine' which is phenomenal.  As in I'm hooked.

They are making Trine 2.... http://www.youtube.com/watch?v=rAx9Q9z4Pdo

Shut up and take my money I say.

20
Nice one Hellfire.

I'm working on my 1st 4k. \o/

I've got a glsl window up with a 4kLang song playing... crinkled down to 3100 bytes so far.



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