Dominik Tugend
Dominik Tugend
https://github.com/advancedfx/advancedfx/releases/tag/v2.71.0 Check out the new "matte" stream template that comes with that HLAE version or newer. It's not 100% yet what you wanted, because it has problems with smokes etc,...
By 100% I don't mean the alpha channel, I meant that smokes etc and materials with transparent stuff will have problems / be inaccurate / missing / not applied.
Maybe I found a way to split it pretty perfectly: ---- game = a * matte + (1-a) * other ---- other(x) = (1-a) * other + a * x...
Note to myself: maybe I could use the same trick to render a perfect depth buffer, but that will need 24 passes I think per depth stream = 12.5 FPS...
It's all wrong, I need to fix it, k thx.
``` https://en.wikipedia.org/wiki/Alpha_compositing We will be supporting only pre-multiplied alpha output (to support additive): c_o = c_a + c_b * (1 - a_a) a_o = a_a + a_b * (1 -...
In the light of CS:GO moving to CS2 that supports SFM, allowing for better export / tools / scripts than AGR can deliver, we currently don't plan to continue to...
Currently not planned.
Probably we won't implement this, since there's now Sparkly FX for TF2: https://github.com/cademtz/sparkly-fx
Merging this into #295, thus closing.