I added support for editing, loading and saving chains of post effects to jMP, a new file format (j3f) has been added to directly save FilterPostProcessors.
New filter chains can be created using the New File menu, when creating or opening a j3f file, the new “FilterExplorer” window shows the filters in the filter chain. Select a filter to show its properties in the properties window, right-click the filter root node to add new filters.
this is awesome. Just something that I picked up, the Delete button is grayed out in the FilterExplorer window when trying to delete a newly added filter.
jatheron said:
Just something that I picked up, the Delete button is grayed out in the FilterExplorer window when trying to delete a newly added filter.
Yeah I know, don't get why though at the moment ^^ But theres anyway still some things to be added, this plugin will evolve just like the others :)
I’m looking into writing a post-process filter to handle the visualisation of selections that a player makes in a scene. We have lots of relatively small units that all need be highlighted to give feedback on whether they can be modified by a player.
For example: a player want to build 20 new school buildings in our world. Some areas might be other player’s property. In that case the land or any building on it needs to be colored red. The rest should turn green.
In our current tech we track all the models and color them when necessary. We also splat the selection into the terrain. If we face large selections we need to change the color of up to 300 different models every time.
My hypothesis is that we should be able to draw the selection into a seperate texture and project that onto the scene in a fragment shader. By doing that the cost of selecting will be independent of the complexity of the scene.
That list is not alone definitive for the registration, theres also property types being added via the ServiceProviders but still I dont know if this property (texture) works…