Finally get to test and its red for me too.
For those trying to use OS_Postprocessing in their OS project, you're going to want to add to MacrosCpp.hpp at the end of it:
Code:
#ifdef SAFE_RELEASE
#define SAFE_RELEASE(p) {if(p) { (p)->Release(); (p) = NULL; }}
#endif
I'd let//make scythe post it but he''s not available right now for me to spam on aim.
This needs a double post. apparently its turning all textures black as when i charge a weapon i see the light and the fp outline. lights and anything thats not scenery basically give this effect. i also see the outline of the bsp etc that way. hth.
Edit: It also seems that damnation_pp's sketchy effect no longer works with your newer builds of OS_PP?
Ex2: Nvm. I had the wrong version.
Also, I have an idea for a super bloom- Is it possible to, say, have a massive bloom when a person walks out from a dark area (that has only minimal bloom because of how dark it is), and then it fade into a normal bloom? If that's possible, then could we add another layer on top of it where close up is super-bright and then that bloom lowers in intensity based on the physical distance of the player from sources of light? Ex3- its cussing at me everytime i use pp_load
ex3
Now that i have my own build ill look for a way to isolate the blur error. Ideas are appreciated. And look for some shader tutorials as well.
Bookmarks