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  1. #11
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Post Processing

    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.
    Last edited by Dwood; March 9th, 2010 at 01:05 PM.
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