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Assuming your current centre is e.g. wherever the mouse cursor currently is, for ease of understanding... For each source pixel: Create pushVector, a vector passing through the centre and the source pixel position. Normalise it. Get distance d from the lens-effect centre: The closer the point is to the centre, the further it gets pushed out toward the ...


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If I'm not wrong, this can be done using shaders. The actual effect your showing in the example is a 2D effect, so can you achieve the exact same effect in a 3D world? Maybe, but again, it's a effect done after rendering. In order to actually block it by another object, this would require a more advanced algorithm. I suggest learning how to do this effect ...


2

Since I am not familiar with shaders at all - I recommend this approach: Create a texture in your favorite editor whether it be GIMP or Photoshop. Leave some sort of radial transparency in the center of the image so the player can actually see what he/she is doing amidst the red bordering the edges of the screen. Add that image to your XNA project, and ...


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As far as I know, SFML doesn't provide own anti aliasing. Well, when you create a new window, there is an optional parameter for the anti-aliasing level. But this super-sample anti-aliasing is a default handeled by the graphics driver instead of SFML. You can easily get that with GLUT, too. Internally, SFML doesn't use render to texture, I think. But there ...


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Anti-aliasing is little more than rendering at a higher resolution and scaling it down before putting it on the screen. Have you considered rendering to a larger off-screen texture?



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