Screen Distortions
by Cory Anderson · in Torque Game Engine · 01/27/2007 (4:08 pm) · 5 replies
For the game my team is developing, we require the ability to distort the screen. This may including warping the pixels into a spiral or creating a heat effect, or water effect.
Does anyone know how we might go about it?
Does anyone know how we might go about it?
#2
You can take a screenshot, render the screenshot (as through it is still the screen that you just took a snapshot of), and then skew it, shear it, or run some other algorithmic process to spiral, fade, etc.
01/27/2007 (5:46 pm)
It depends on what you are needing. Effects have been done long before shader tech became the bling.You can take a screenshot, render the screenshot (as through it is still the screen that you just took a snapshot of), and then skew it, shear it, or run some other algorithmic process to spiral, fade, etc.
#3
01/27/2007 (6:10 pm)
Right, but I'm talking about real-time distortion rendering. This has to be done frame-by-frame in game. Maybe I just understood you wrong.
#4
I want to do some sort of bump mapping to make it look like there is something crawling inside the screen.
That is something I will be looking into.
Whatever approach you take please post!
01/27/2007 (6:16 pm)
I am looking into this as well. I was thinking I need to find where the code switches buffers (I hope this is a cross platform location). At that point I would put in a link or pointer that is checked to determine if an effect should occur. If it is then the appropriate code would mess with what is currently in the buffer before it is displayed. I want to do some sort of bump mapping to make it look like there is something crawling inside the screen.
That is something I will be looking into.
Whatever approach you take please post!
#5
But "real-time distortion rendering", I take it to mean that you will still see the simulation in action during the sequences. If that's the case, you will be playing with the renderer and most likely openGL.
EDIT:
I was initially thinking of transitions.
You could also put TGB and TGE together and use the TGB particle system for some neat effects.
01/27/2007 (6:19 pm)
Again, it depends on what you are doing and needing done. Shaders are the easiest way, and now the standard way, but full-screen effects have been done for a long, long time. You will need to look at the renderer and get handy with algorithms, especially waveforms, for things like heat and water.But "real-time distortion rendering", I take it to mean that you will still see the simulation in action during the sequences. If that's the case, you will be playing with the renderer and most likely openGL.
EDIT:
I was initially thinking of transitions.
You could also put TGB and TGE together and use the TGB particle system for some neat effects.
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