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Thread: Does anyone remember that blurring example...

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    Does anyone remember that blurring example...

    It was an example file from a while back for MMF1.5 about how to blur an overlay. It was EXTREMELY fast too. Like as soon as you clicked the button, it was done.

    What I need it for is a runtime, blurring thing for a shadow effect in one of my games.

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    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Re: Does anyone remember that blurring example...

    This is not extremely fast but prtty slow if you call this filter every time...
    A better solution should be that ImageManipulator object can work on overlay picture...

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: Does anyone remember that blurring example...

    sure it wasnt the lens object example ?

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    Re: Does anyone remember that blurring example...

    No it was something to do with the overlay...

    I just need a way to have nice runtime shadows. (and preferably shadows that get blurrier the farther away it is.

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    Re: Does anyone remember that blurring example...

    I think real time soft shadows with MMF2 is simply impossible...

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    Re: Does anyone remember that blurring example...

    I remember that example, it was fast but i dont think any software blur is really fast enough to process every frame without *huge* overheads.

    I posted an example ages ago for MMF1.5 that showed how to make realtime soft shadows for MMF1.5. It worked by using an extra overlay offset by about 2 pixels in the x and the y directions from the main shadow overlay. The shadow render overlay would be pasted into the secondary overlay, and since they were semitransparent and offset it created a crude blur effect.

    This method obviously won't produce the best looking soft shadows you've ever seen, but it might run at a bit above 10fps

    I did experiment with using up to 4 extra overlays to produce a blur, but it became very slow.

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    Re: Does anyone remember that blurring example...

    If and when MMF2 gets hardware acceleration this stuff will become a whole lot more possible

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    Re: Does anyone remember that blurring example...

    for the moment why don't you use active objects with alpha chanel? you need to deform the shadow along with the terrain's height ?

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    Re: Does anyone remember that blurring example...

    I was thinking of making a sortof horror/puzzle game where you're trying to escape from a haunted house. I wanted the main character to have a flashlight, so you couldn't see what was behind you unless you had the flashlight pointed at it.

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