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_currentRender and others

Started by bitterman, May 26, 2015, 09:02:26 AM

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bitterman

Hi all!


_currentRender is projection on a rectangular plane, which is equal to the size of the current screen resolution. In fact, since it can be used like texture.

I see also _scratch (Doom3) and _ss buffers (sikkpin mod). Can you explain this?

And I'm looking for a way to render to a texture via ARB. It's possible?

Thanks.


update:

Quote// scratchImageis used for screen wipes/doublevision etc

scratchImage = ImageFromFunction("_scratch", R_RGBA8Image);

Doublevision?

g_doubleVision [0,1] - If set to 1, shows a blurry "double vision" effect when taking damage. Setting this to 0 removes this effect and can improve performance when taking damage.

UPDATE:

As I see doubleVision is a Code (not material shader).

I was looking for how to realize _prevRender (or _accum) via material shader for the effect of M-blur but I see that it is implemented in the Doom3BFG otherwise (see motionBlur.pixel).

Also, I have not found simple ways to use _scratch. How it work:

QuoteWhen you issue a "map" command, the following process happens:

    Mute Sound System
    Run Wipe
        Capture screen to "_scratch"

But it is not clear how to use a _scratch buffer for any purpose other than this.

And this is no access to _accum via shader.

revelator

#1
In old idtech engines scratch was mostly used for small image sequences, not sure how it applies these days.

Eg. Arrays of pixels which is a simpler form of storing but has performance problems on large images.

an example of a scratch image

# This is an example bitmap of the letter "K"
# The 6 and 10 are the width and height of the image.
6 10
0 0 0 0 0 0
0 0 0 0 0 0
1 0 0 0 1 0
1 0 0 1 0 0
1 0 1 0 0 0
1 1 0 0 0 0
1 0 1 0 0 0
1 0 0 1 0 0
0 0 0 0 0 0
0 0 0 0 0 0