Cashcow by aardbei

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13 comments, last by DaJudge 24 years ago
Anyone knows that demo? I am quite impressed, but there''s one thing that doesn''t get out of my mind: How the heck do they blur the lines out from the center when they draw the wireframe cubes? I just don''t get how to do that. Anyone got an idea? TNX, Alex Alexander Stockinger
Programmer
Alexander Stockinger
Programmer
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Hi,
I downloaded the demo, but it doesn''t wanna run here. Could you upload a screenshot or something of the effect ?

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de
Graphix Coding @Skullpture Entertainmenthttp://www.skullpture.de
Sure. I uploaded two shots of the effect here:

www.fortunecity.de/wolkenkratzer/kummunikation/249/Shot1.gif
www.fortunecity.de/wolkenkratzer/kummunikation/249/Shot2.gif

So, anyone knows how to do that in realtime?

TNX,
Alex



Alexander Stockinger
Programmer

Edited by - DaJudge on 4/9/00 2:39:08 PM
Alexander Stockinger
Programmer
They may have used an accumulation buffer. Basically, they draw the scene to a backbuffer each frame, without clearing the buffer first. Instead, the color of each pixel in the buffer is faded over a numer of frames to match the background color, before the new frame is drawn. This gives a nice motionblur effect, but it''s pretty slow. OpenGL supports accumulation buffers, not sure about Direct3d.

- genovov
It doesn''t fade as frames pass by and it''s NOT a motion blur effect. Rather it blurs lines as they get farther away from the center...



Alexander Stockinger
Programmer
Alexander Stockinger
Programmer
Hi,
yeah, that looks pretty cool, but I don''t know how this could be done. Why not just ask Ile or someone else of the Aardbei-dudes ?

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de
Graphix Coding @Skullpture Entertainmenthttp://www.skullpture.de
Where can that demo be found ?
-------------Ban KalvinB !
Here we go. Have a look at it..
It''s worth the download (only 80K!)

http://tranzmit.demonews.com/get.asp?key=3ddemos/cashcow.zip

Alexander Stockinger
Programmer
Alexander Stockinger
Programmer
Hi,
I guess I found the solution. Just render each frame to a offscreen-surface and then use this surface as the texture again. Now you gotta render some polys to the screen and play around with the uv-coords and it should work. I didn''t try it yet, but in theory it should work.

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de
Graphix Coding @Skullpture Entertainmenthttp://www.skullpture.de
I just don''t get the point what you mean. The cubes are just wireframes. Can you explain your ideas a bit in detail?

TNX,
Alex


Alexander Stockinger
Programmer
Alexander Stockinger
Programmer

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