Hard to say if really, depends how it will be done. Most likely you would need to tell shader at which pixel is light, you can't really tell how much clients screen moved during character moving, you probably would need to sacrifice few colors to make it work for example red color of 255 would mean it's light (means you'll need to use 254 and less red in your icons) then blue and green colors could tell how far light goes, or what type it is.
Either way that's not postprocess effect. It's more like photon mapping to make it look good, or would need to draw objects, which light can't pass through in specific color, then make shader take it as obstacle, shader would return black image with alpha values in light areas, which would need to be drawn over almost final screen. It's too complicated to do with shader. It's slow because of network usage it has, client side processing can fix that, and many other things
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Ripiz wrote:
I finally managed to upload those screenshots, showing what postprocessing shaders can do (DirectX SDK example) Half of those seem like they would require a 3D model/environment. |
Falacy wrote:
Ripiz wrote: If you could tell exactly which ones, then I could try them on 2D image |
Ripiz wrote:
If you could tell exactly which ones, then I could try them on 2D image Pretty much everything after 9 |
This would be nice to have, plus, it is not fair to say that peoples computers can't handle the current things.
Even my low-end XP computer can run every icon with alpha transparency on the screen in the max viewing size. Not to mention im running now a high-end windows vista and have a high end windows 7 computer these days. My graphics card is onboard and used to be a high end graphics card, so obviously, people will need to turn off the effects if they dont have a good graphics card, or even if it goes through cpu and not gpu, then that is much worse, but my cpu is awesome, even though my current gpu sucks, so id STILL be able to turn it on. |
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http://www.byond.com/developer/DarkCampainger/ StaticLightingGenerator