This may be a bit outside of the scope of this section of the forum, but I've reached a point in the project where I want to simulate a scene inside a mindscape.
I need something that messes with colors in the background, but keeps all the actual objects in the scene untouched. I was thinking of perhaps multitexturing a skybox with different transformation effects, but I can't think of any that would look interesting.
Has anyone ever done anything similar to this that would help?
"Psychedelic" background?
Not that helpful but if you look closely at this video you can see the wavy effects in the distance, it's a post-processing effect and I increased the intensity to simulate heat waves. You could probably just stick some red and purple colours and do this kind of thing to a greater extent.
http://www.youtube.com/watch?v=or7TWMFrcHY (Sorry the video quality is bad, it's easier to notice the effect halfway through)
Basically just use Sin() to offset the tex coords based on a timer and the Y-axis.
http://www.youtube.com/watch?v=or7TWMFrcHY (Sorry the video quality is bad, it's easier to notice the effect halfway through)
Basically just use Sin() to offset the tex coords based on a timer and the Y-axis.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Something like this? It's from a shader test I ran.

I'd take a psychadelic-looking image like this (just an example)

and set is as the texture. Then use a pixel shader to displace the texture coordinates like BlilndSide suggested. I don't know about doing it as a post-processing effect though if you want to preserve the shape of things. I'd just implement it as a pixel shader for the background's material.

I'd take a psychadelic-looking image like this (just an example)
and set is as the texture. Then use a pixel shader to displace the texture coordinates like BlilndSide suggested. I don't know about doing it as a post-processing effect though if you want to preserve the shape of things. I'd just implement it as a pixel shader for the background's material.