{"id":30,"date":"2011-10-25T20:01:33","date_gmt":"2011-10-25T17:01:33","guid":{"rendered":"http:\/\/divide-studio.co.uk\/blogs\/ionutcava\/?p=30"},"modified":"2011-10-25T20:04:11","modified_gmt":"2011-10-25T17:04:11","slug":"broken-water-and-post-processing-effects","status":"publish","type":"post","link":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/broken-water-and-post-processing-effects\/","title":{"rendered":"Broken water and Post Processing effects"},"content":{"rendered":"<p>Been working on fixing water rendering issues (water plane Y-position keeps changing with camera movement) and ended up adding PostFX ;))<\/p>\n<p>I&#8217;ll post the water issues later (when I find a fix for them, so that I don&#8217;t seem stupid for missing something obvious), but the post processing engine was needed for underwater rendering. So, since the code was already written, why not have some fun with:<\/p>\n<p>Anaglyph rendering:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/fbcdn-sphotos-a.akamaihd.net\/hphotos-ak-snc7\/307239_243622752354127_170021163047620_619118_2073269478_n.jpg\" alt=\"Anaglyph rendering\" \/><\/p>\n<p>Bloom:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/fbcdn-sphotos-a.akamaihd.net\/hphotos-ak-ash4\/310657_245979858785083_170021163047620_626003_1397771575_n.jpg\" alt=\"Bloom\" \/><\/p>\n<p>Now, Depth of Field is already implemented, but depth calculations are still buggy and the image is just too blurred. Will fix that later.<\/p>\n<p>On another note, just signed up for the GameDev section of this: <a title=\"Imagine Cup game development competition\" href=\"http:\/\/www.imaginecup.com\/Competition\/mycompetitionportal.aspx?competitionId=61\" target=\"_blank\">ImagineCup<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Been working on fixing water rendering issues (water plane Y-position keeps changing with camera movement) and ended up adding PostFX ;)) I&#8217;ll post the water issues later (when I find a fix for them, so that I don&#8217;t seem stupid for missing something obvious), but the post processing engine was needed for underwater rendering. So, &hellip; <\/p>\n<p><a class=\"more-link btn\" href=\"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/broken-water-and-post-processing-effects\/\">Continue reading<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-30","post","type-post","status-publish","format-standard","hentry","category-general-stuff","item-wrap"],"_links":{"self":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/30","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/comments?post=30"}],"version-history":[{"count":3,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/30\/revisions"}],"predecessor-version":[{"id":32,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/posts\/30\/revisions\/32"}],"wp:attachment":[{"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/media?parent=30"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/categories?post=30"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/divide-studio.co.uk\/blogs\/ionutcava\/wp-json\/wp\/v2\/tags?post=30"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}