overbright lighting? - Page 2

overbright lighting?

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: overbright lighting?

Post by Spawn_Retard »

:P
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: overbright lighting?

Post by Argh »

Why not just add a multiplier to the fragment program and multiply all normalized light by it? Just some constant as a map value, mind you.

Or just strip the contrast part of the bloom shader's GLSL out and just use that to enhance overall contrast of the entire scene?

I mean... that shot from the FPS involves a point source with attenuation. Either of those ways should do what he really wants, which is higher overall light level for fragments which are lit, even if that routinely reaches 1.0 on all three channels.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: overbright lighting?

Post by smoth »

that is probably what I am going to do (strip the contrast part from the bloom shader) but I wanted to see if there was another way
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: overbright lighting?

Post by Argh »

That part's not the slow part, IIRC. It's the blur that's slow. So it should run just fine.

Doing it in the fragment shader has some speed advantages, but would have some serious drawbacks as well.
User avatar
Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: overbright lighting?

Post by Tribulexrenamed »

urm.... I can has code?
Post Reply

Return to “Map Creation”