Talk:Vision Nocturna: Difference between revisions

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(Performance enhancement)
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:True, I could make a tutorial for a shader (pixel-shader) which does the same thing, but is much better ;). --[[User:Jerry|Jerry (MrU on VERC)]] 06:04, 6 Dec 2005 (PST)
:True, I could make a tutorial for a shader (pixel-shader) which does the same thing, but is much better ;). --[[User:Jerry|Jerry (MrU on VERC)]] 06:04, 6 Dec 2005 (PST)
== Performance enhancement ==
It looks like this algorithm can run much quicker if we only load up the material (pMaterial) if we're turning night vision ON.  Otherwise we're doing a costly material lookup without using it.
[[User:Azound|Azound]] 23:57, 15 Jan 2006 (PST)

Revision as of 00:57, 16 January 2006

This might be a valid abstract mapping topic...who agrees?—ts2do (Talk | @) 09:34, 9 Nov 2005 (PST)

Ooh! Ooh! I do! Pick me! —Maven (talk) 18:21, 9 Nov 2005 (PST)
hu? what do you mean? I know its got scripted elements, but thats just how i programm. --Amckern 19:17, 9 Nov 2005 (PST)

...abstract mapping at first meant hammer mapping...now it means mapping out abstract ideas...it includes programming—ts2do (Talk | @) 19:19, 9 Nov 2005 (PST)

I know you said its only a first draft, but i would consider making mat_fullbright a cheat convar again, with out that, it can be exploited like crazy(you could do night vision, without the green overlay by simply entering mat_fullbright 1 in the console!) There should be a way to set a cheat cvar from code that doesn't require sv_cheats...

There is a bit flag value for no target that I have used in another feature in nightfall, but I don’t know how to make new bit flag values, or how they operate...

Here is an easy way to change mat_fullbright without changing the FCVAR_CHEAT:

// Activate:
cvar->FindVar("mat_fullbright")->SetValue(1);

// Deactivate:
cvar->FindVar("mat_fullbright")->SetValue(0);

// Check:
if (cvar->FindVar("mat_fullbright")->GetInt() == 1)
 // Activated
else
 // Deactivated

This way you can keep mat_fullbright cheat-protected, but you can change it in code :). --Jerry (MrU on VERC) 02:19, 6 Dec 2005 (PST)

I don't like the fullbright approach anyways...dark areas should still be quite dark when they're on—ts2do (Talk | @) 05:58, 6 Dec 2005 (PST)

True, I could make a tutorial for a shader (pixel-shader) which does the same thing, but is much better ;). --Jerry (MrU on VERC) 06:04, 6 Dec 2005 (PST)

Performance enhancement

It looks like this algorithm can run much quicker if we only load up the material (pMaterial) if we're turning night vision ON. Otherwise we're doing a costly material lookup without using it.

Azound 23:57, 15 Jan 2006 (PST)