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Eyeball Games
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Posted: 23rd May 2009 00:08 Edited at: 23rd May 2009 00:09
Hi,

I've been watching some 3d anaglyph movies (since I bought a pair of Magenta/Green glasses) and was looking for a way to get anaglyph in Fps Creator. I found this newsletter: http://www.thegamecreators.com/data/newsletter/newsletter_issue_67.html#9 .. wich contains a demo of anaglyph view in fpsc..

My question is: Can I get anaglyph view in fpsc, without having Dark Basic Pro?

Mark
Red Eye
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Posted: 23rd May 2009 00:15
Yes i am sure you can do this with a full screen shader.

Eyeball Games
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Posted: 23rd May 2009 00:18
Thanks for reacting Red Eye! :p

..maybe you could come online on msn to give me more information about that
Red Eye
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Posted: 23rd May 2009 00:24
I am on my iphone in a very boring party. There arent any nice girls. I cant be on. but search for such a shader on google or on the nvidia site. It must be a hlsl shader. You would also manage it to do with fx composer. And then exporting it to FPSC.

Eyeball Games
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Posted: 23rd May 2009 00:27
Haha oké, I'll look for that (dankje )
Red Eye
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Posted: 23rd May 2009 00:34
Plystire
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Posted: 23rd May 2009 06:09
This is not a shader. The renderer must be responsible for properly coordinating the left and right "eye" cameras and combining them in a way to produce the anaglyph.

In short... you would need to modify the source code to accomplish this in FPSC.

If you look hard enough in the newest source, though, you can find some old stereoscopic code from Lee that he commented out.


The one and only,


Red Eye
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Posted: 23rd May 2009 09:20
that is wierd, i really thought i saw such a shader on google while searching.....

But maybe you are right

Dar13
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Posted: 23rd May 2009 18:28
Green Gandalf tried to make an object shader that did anaglyph, and it turned out pretty nice. That thread was here.

Red Eye
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Posted: 23rd May 2009 18:32
See...

But there is a need of exporting it to FPSC. With plysmod you can have full screen shaders.

Dar13
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Posted: 23rd May 2009 18:36
That was an object shader though. You'd have to apply it to every dynamic entity and the universe object.

Red Eye
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Posted: 23rd May 2009 18:38
o, that is not very funny to do....

Plystire
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Posted: 24th May 2009 03:18
Yes... and that would also slow down the engine very much. It would work but you would have to apply it to every segment and every object and even the gun that the player is holding. That's not only a lot of work for the end-user to do, but it'll be rather slow and you'd be missing out on using other shaders on your objects.

The best way to do this is to just do it WHILE it's still in the rendering pipeline. DBP now has commands to do it, so all you would need to do is set up the second "eye" camera and pass those into the commandset for it.


The one and only,


Red Eye
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Posted: 25th May 2009 21:17
true true true

Maybe a nice little feature to add in a mod.
Like

Anaglyph=0/1

Eyeball Games
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Posted: 25th May 2009 22:17
Haha that would be nice Red Eye!

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