Saturday, February 07, 2004

superGlow v2

the demo from the previous post is now using dynamic texturing too, meaning the pixelbuffer itself is not just used as overlay to create the glow, but also applied as texture for the mesh in the next frame. the texture coordinates are based on the current vertex position in object space (yet need to figure out how to get on the transformed coordinates in screen space efficiently). the end result is some fake refractive look. because the current Bagel renderer somehow doesn't support the combination of lights and textures, i turned on the still unfinished new one, done by sami. it is (oh pleasure!) sooo much faster and does the lighting correctly too. yay!

superGlowRefract: /p5/superGlow/index2.html