• gmod_game: Toytown PP effect
    4 replies, posted
[B]Revision 861[/B] [INDENT]Toytown PP effect[/INDENT] [B]Added Files:[/B] [LIST] [*][URL="https://facepunch.svn.beanstalkapp.com/gmodgame/trunk/lua/postprocess/toytown.lua"]trunk/lua/postprocess/toytown.lua[/URL] [*][URL="https://facepunch.svn.beanstalkapp.com/gmodgame/trunk/materials/pp/toytown-top.vmt"]trunk/materials/pp/toytown-top.vmt[/URL] [*][URL="https://facepunch.svn.beanstalkapp.com/gmodgame/trunk/materials/pp/toytown_gradient.vtf"]trunk/materials/pp/toytown_gradient.vtf[/URL] [/LIST] Committed By [B]Garry Newman[/B]
You should have it be more consistent with the other PP effects: [code] function DrawToyTown( NumPasses, H ) cam.Start2D() surface.SetMaterial( _Material ) surface.SetDrawColor( 255, 255, 255, 255 ) for i=1, NumPasses do render.UpdateScreenEffectTexture() surface.DrawTexturedRect( 0, 0, ScrW(), H ) surface.DrawTexturedRectRotated( ScrW() * 0.5, ScrH() - H * 0.5, ScrW(), H, 180 ) end cam.End2D() end local function DrawInternal() if ( !pp_toytown:GetBool() ) then return end if ( !GAMEMODE:PostProcessPermitted( "toytown" ) ) then return end if ( !render.SupportsPixelShaders_2_0() ) then return end local NumPasses = pp_toytown_passes:GetInt() local H = ScrH() * pp_toytown_size:GetFloat(); DrawToyTown( NumPasses, H ) end[/code] So other scripts can run the effect.
Anyone fancy upload a screen shot of what this looks like?
Yeah, I'd like to see this too.
[media]http://filesmelt.com/dl/gm_flatgrass00177.jpg[/media] [editline]17th February 2011[/editline] Height goes from 0 to 1, 0 being not covered, 0.5 being the screenshot, 1 being gaussian blur Passes go from 1 to 100, 1 being barely blurry, 20 being the screenshot, 100 being ridonc blur (and ridonc fps drop) [editline]17th February 2011[/editline] [url]http://en.wikipedia.org/wiki/Tilt-shift_photography[/url]
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