Blend Modes

Evak

16-03-2006 23:52:33

Hi I have been looking through various ogre docs and noticed that currently ofusion currently only supports colour_op blend modes.

Are there any plans to include the colour_op_ex blendmodes which add some extra transitions and lighting multipliers for creating lightmaps.

I realise that these can be added manualy in a text editor, but thought it worth asking anyway :)

some of the extended blend modes allow you to do some pretty cool shader like effects on older DX7 gen hardware. Looking at the doc's adding support might be quite tricky with out some kind of system similar to that used for shaders.

Lioric

17-03-2006 19:16:39

Sure, depending on the time, they will be on the next updates

If its a needed feature in your currents company project(s), we can set its priority higher on the requests list

Evak

17-03-2006 21:24:40

Thanks Lioric :), thats great news. I'd hate to feel I'm imposing so I'm quite happy to wait and see.

I'm mostly interested in modulate 2x for lightmapping to give prince of persia like bloom effects without using shaders on older GF2 era cards.

And blend_current_alpha to mask between 2 tiled textures with a 3rd alpha for doing dirt/metal and environment terrain transitions, again on lower end cards.

For the time being I can add the extra blending with a text editor. But I look forward to seeing them in future builds. Will streamline the export process quite a bit :) Been having a lot of fun learning your exporter, Making games should be fun, and I think that is reflected in how the games turn out. Unfortunately very little out there for indies offer a decent art pipeline. Ofusion is the best I have seen anywhere.