Mail Archives: djgpp/1998/04/28/00:01:58
Newsgroups: | comp.os.msdos.djgpp
|
Subject: | Real-time lens flares w/ Allegro?
|
From: | root AT delorie DOT com (Demandred)
|
Organization: | Cerberus Software
|
MIME-Version: | 1.0
|
NNTP-Posting-Host: | remote616.compusmart.ab.ca
|
Message-ID: | <354545e0.0@ntnews.compusmart.ab.ca>
|
Date: | 28 Apr 98 02:58:40 GMT
|
Lines: | 23
|
To: | djgpp AT delorie DOT com
|
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
|
I'm in the midst of a twitch action game that's badly in need of a little eye
candy. After seeing some screenshots of Extreme Warfare, I decided that lens
flares would be really cool, and since I'm using a stacked palette anyways (8
bit), translucent ones wouldn't be difficult to achieve. Heh.
I started out by drawing some sprites - bright in the middle, fading to dark at
the edges. Besides looking canned, they actually darken the background around
the edges when blitted (draw_trans_rle_sprite()) at a constant alpha. Not
pretty.
So I put it to you, O gurus: how can I do real-time lens flares with Allegro?
(If you're wondering why this isn't on comp.graphics.algorithms - it is. It's
acquired no responses after the better part of a week.)
Thanks.
--
Demandred, Lord of the 32-bit Registers
mail to: demandrd 'at' compusmart 'dot' ab 'dot' ca
http://www.nnetis.ca/~matt/dogfight.html
BobCode:
KOGktpdsh- lW ECsO m2 CPEIc B18 Oul LGM ScjC++++++++++ Tx A6AT H8o b2 D1
- Raw text -