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InsideQC Forums • View topic - Quake Motion Blur

Quake Motion Blur

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Quake Motion Blur

Postby mh » Thu Apr 16, 2009 4:54 pm

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Postby MeTcHsteekle » Thu Apr 16, 2009 5:47 pm

bah
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Re: Quake Motion Blur

Postby leileilol » Thu Jun 05, 2014 9:05 pm

Just chiming in that this can also be applied to Q3A as well (though replacing the whole stat/damage checking with some variable framerate smoothing thing, since you can't access player stats from the renderer module anyway).

Thanks!
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Re: Quake Motion Blur

Postby r00k » Sat Jun 07, 2014 8:24 am

works!
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Re: Quake Motion Blur

Postby leileilol » Sat Jun 07, 2014 12:44 pm

By the way and FYI - accumulation buffers in consumer videogaming video hardware only begin their support starting from shader model 2.0 hardware, despite this predating the whole programmable shader thing for ages.
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Re: Quake Motion Blur

Postby toneddu2000 » Sat Jun 07, 2014 9:41 pm

- my first commercial game, made with FTEQW game engine
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Re: Quake Motion Blur

Postby hogsy » Sat Jun 07, 2014 9:57 pm

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Re: Quake Motion Blur

Postby toneddu2000 » Sat Jun 07, 2014 10:37 pm

thanks hogsy but where should I put those functions?
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Re: Quake Motion Blur

Postby hogsy » Sat Jun 07, 2014 10:42 pm

I haven't touched QuakeSpasm but if you take a look in gl_vidsdl there should be a bunch of the same functions where the SDL window is created and you can just plop it in with those, shouldn't be too hard to find if you just do a quick search :wink:
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Re: Quake Motion Blur

Postby toneddu2000 » Sat Jun 07, 2014 10:51 pm

- my first commercial game, made with FTEQW game engine
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Re: Quake Motion Blur

Postby hogsy » Sat Jun 07, 2014 10:56 pm

Just plop it under those two lines then.
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Re: Quake Motion Blur

Postby toneddu2000 » Sat Jun 07, 2014 11:17 pm

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Re: Quake Motion Blur

Postby leileilol » Sun Jun 08, 2014 12:37 am

You could do something derivative of v_idlescale in view.c to make that scale from damagetime.
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Re: Quake Motion Blur

Postby toneddu2000 » Sun Jun 08, 2014 1:09 pm

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Re: Quake Motion Blur

Postby leileilol » Sun Jun 08, 2014 7:23 pm

Because you have to alter the refdef's angles not the viewent itself. IIRC, viewent is the gun. The gun gets its origin and angles calculated in another function that comes after addidle. iirc
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