Opensource freelancer I came to Western Q3 since 2005, in 2008 I proposed my first patch to the Smokin' Guns team. Official member since january 2009, now I'm the official Smokin' Guns Linux release maintainer.

Report article RSS Feed FBO effects in Smokin'Guns

Posted by SG_Tequila on Dec 19th, 2009

With Smokin'Guns Beta v1.1b3 release, we publicly made available OpenGL framebuffer object (FBO) support providing neat effects like rotoscope or bloom effect. Most work was done by Gord Allott (see also related feature request in ioQuake3 bugzilla). Thanks again Gord !!!

Rotoscope renderingGreenHill Lake and Rotoscope effect
Rotoscope renderingRotoscope rendering
Rotoscope effect

Bloom effectBloom effect in Smokin'guns
Bloom effect in Smokin'gunsBloom effect in Smokin'guns
Bloom effect

Here are the most important few stuffs that was changed from the original Gord Allott patch:

  1. FBO effects are only applied on 3D rendering, so UI is not changed at all
  2. cvar usage was rewritten to avoid problems when setting them from UI.
  3. GLSL used programs can be loaded from the game PK3 or simply from config folder for developer convenience.
  4. Few minor bugs was fixed

About point 3, for Smokin'Guns modders, programs can be loaded from /scripts/PROGRAM.glsl files where PROGRAM can be glslBase_vert,  glslGauss9,glslGauss7, glslGauss5, glslBlurMain, glslSigScreen, glslSobel, glslSobelZ, glslToonColour, glslRotoscope or glslRotoscopeZ...
To test your GLSL program, you can also start the engine setting cvar "developer" to 1 and put your GLSL program to test as PROGRAM.cfg (like glslToonColour.cfg) in your configuration folder, next to your q3config.cfg file.
To try tuning FBO effects, get the GLSL programs addon. And leave a comment about your success !

Tequila

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