Many people asking what is what in out development toolchain.
So… for graphics we are using Blender and Gimp (unexpectable huh ? 🙂 ) Read the rest of this entry »
Here a few words what I’ve been doing (less) recently. In the general, I worked on the render manager, and more specifically, I did some work on the postprocessing system.
Using post processing is quite simple, even for Crystal Space. In the implementation of a render manager, you need some boilerplate to declare and setup the manager:
// A class member for the manager
CS::RenderManager::PostEffectManager postEffects;
// Initialization
postEffects.Initialize (objectReg);
That’s it, you’re ready to add post processing effects.
(Note: While I’m talking about setting up post processing effects from code throughout this article, I’m aware that for practical purposes there should be a way to set things up from some sort of configuration file. Be patient.)
Now a simple example for postprocessing. But even before that, as a simple reminder, the “baseline” image without effects:
This is just a shot from the miniscule graphics prototype level shown before, nothing new here.