OK lovely! That sounds doable, so now what I would need basically is downsized code from the lensflare sample, and a pixel shader that morphes my image in a circular fashion towards the middle of the screen (or does the 95o do that for me?)
Reducing the lensflare code to just 1 flare per light maybe, and altering the shape of the flare to be more of an elipse that matches the shape of my helmet. Also I would probably have to make the flare bigger depending on how close I am to that light.
Then for the post-process pixel shader, does anyone have any sample of an image distorted to the center? Thats basically what I want right? I want more of the scene drawn in the center (proportionally) then on the edges. A fish-eye lens if you would.
like:
http://www.jasonwaltman.com/thesis/filter-fisheye.html, but inverted ( look at the image at the bottom of that page);
I forsee 1 problem though: In the lensflare sample they use culling to see if the flare should be drawn, basically they check if the light(sun) is in the viewport, and if it is, if its behind a mountain or not. Then the flare is drawn. But in a fishbowl type of vision, a light could be directly above the player, out of the viewport, but because the bowl is round, it would have to leave a gleam on the top of the helmet, which would be viewable for the player, even though he cant see the light directly. How can I handle this rather funny culling? ( I am no expert on culling really). Could I just increase the culing based on the viewport, and like a few degrees FOV more outside of it or something?
Thanks for the fast replies! :)
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(o,0) -- w00t
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