Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.

Gaping Head Wound

How to recreate a glitch or anomoly?

This topic is 5987 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m working (as the main artist) on a game that features a bunch of different vision modes, one of which include a motion-tracking mode. what i''d like to see is a black screen whic shows a white flash where the geometry changes. well what i mean is, you know how if you turn off the screen refreshng,in a game,it only draws over the previous image, and doesnt clear the screen, so you get a hall of mirrors effect? well, is it possible to recreate that but havethe difference between the frames as a white outline? sorry about the spelling erors, my keyboard hast been working properly for a while. i''d press a key and nothing hpens. see, i''m an artist not a coder. don''t expect anything smart from me... you''re expecting too much.

Share this post

Link to post
Share on other sites
clear stencil
Draw first frame with stencil increment by 1
Draw white screen
draw second frame only to stencil decrement by 1
draw second frame to colorbuffer
secondframe is now first frame and start over

something like that..

any comments?


Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states )

Share this post

Link to post
Share on other sites
I see two possible artifacts with the system which may-or-may-not be desired:

1) Moving the camera means pixels on the screen change, so nearly everything registers as moving.

2) In a dark room, everything is black. Any movement will not show up because (by the original posters method, at least) both frames are black, so there is no colour difference. This loss would be a shame since it is one of the places when movement sensing would otherwise be particularly useful.

I would suggest perhaps doing your own per vertex lighting calculation, but base it on vertex movement rather than on nearby light sources. It might even be cool to map slow movement to reddish colours, faster movement to yellow, blue, white ''lighting''.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!