8/3/2023 0 Comments Hexels gradient palleteThus giving the appearance of a fullscreen moving truecolor tunnel with lights. Palette = texture2D(tunneltex, table.rg ) + table.a * vec3(lightcolor) When the table is reduced to 256 unique entries, it is run through a "shader" that does something like: If you use Gimp to downconvert the table as a normal image it will not recognize this and for example dithering will look wrong. When reducing you need to take into account that for repeating UVs the value 0 is closer to the value 255 than to the value 2 for example. The difference from a traditional color reduction algorithm is in that the channels are not actually colors, but rather the RG channels are texture-UV and the B channel is light. Trollololĥ Generalized color cycling (vortex with orange light)įor this one I made a color reduction algorithm which takes a RGB picture and does "color reduction" to 256 unique colors with heavy dithering. I think this is a novel effect on Amiga (AA in bitplanes?) and perhaps could be done on Amiga 500?Īgain I tried something like the above 3 options, but in the end the demo is drawing to fast bitplanes and memcpy across to chip. Particles were added to make it less dry and finally a copper rainbow to make it look less linear palette fashioned. If two cubes overlap it messes up and the outer color of the cube has to be white or else. Then there is some serious palette organizing to make this appear as antialised pixels with a slight glenz effect. The remaining 3 bitplanes contains the dezign pic. The 5th bitplane is used for selecting white or glenz-black. I draw each triangle five times, each to its own bitplane with 4 different sample positions organized in a rotated grid. This requires subpixel accuracy polygon filler. So finally I don't know if I got the fastest method in there,īut alas deadline was getting closer so screw it. Option 2 with dirty tracking against chip seemed to be the fastest method, but while adding a background design pic I threw away the dirty tracking against chip. This buffer is then low pass filtered and used as color base for modifying colors per scanline (as in 2).ġ - Direct to chip bitplanes plot with dirty trackingĢ - Direct to fast bitplanes with and without dirty tracking Each particle has a color which is added to a buffer for the vertical line where it is present. It is given a little upwards bias so it looks more like underwater bubbles. The particle velocity is controlled by a picture of a tornado from some weather scientists. Particles are drawn randomly into bitplanes 0-3, when they overlap you get some free transparency effects. This is used on multiple effects in the whole demo.ģ Particles with turbulence and copper glow Uses that AGA feature which allows modifying one bank of colors while displaying another so you get a full line of time to modify colors. The copper is used to adjust the colors each line to create the slight underwater pulse. The super mario world effect with horizontal+vertical lowpass filter. Palette is tuned so when they combine you get some transparency/additive blend mix of them. And judging by the response so far it seemed to work out with many others as well.Ī pair of independently scrolling 16 color images with slightly different colours. At this point I was happy thatĪt least the demo is not going to look like crap! After watching this with the soundtrack again and again I also got the feeling the track fits. Then some underwater techno display graphics were made and looked decent. I was thinking for myself it was a submarine going to planet demo and diving into the ocean to map the new species (mostly finding old species though ). And then you try to match this to the stone cold effects in low color resolution which I had this time and it just didn't combine.Īfter much cursing and wanting to scrap the whole thing we found some kind of common theme in underwater exploration. Also the Miami Vice vaporwave thing was on my mind at the time. So I was watching surf videos and melancholic videos of people holding hands at the beach. The tune makes me think about surfing, sunset and summer. As Frequent wrote in the readme.txt we went through many iterations with pixelled logos and everything which had to be discarded because it either didn't match the tune It is the third in the Neonsky series where we try to make some use of Amiga features instead of just doing c2p effects in 8 FPS. Maybe I should write a few lines about this prod.
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