by mankrip » Thu Feb 19, 2015 1:20 am
That's pretty cool Barnes. Good decals always impress me.
As for me, I've managed to implement a "dithering" effect on the particles. However, it's not a filter and it doesn't use the kernel matrices — it's a completely different approach. Everything in it is precalculated, and due to the reduced number of writes to the buffers, the impact on the framerate should be negligible.
The code still needs a good amount of cleanup and optimizations, and the translucent particles version will be implemented after that.
Also, no screenshot yet because I'm with very limited Internet access. Whoohoo!
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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