Maybe it wasn't a good idea to exaggerate the problem I am having with paint
Quote: "Could you post the images both before and after you apply the first to the subdivided plain? It would be nice to know where to look for the problem."
I took two pictures of before and after, and the results are astounding. It seems the plain squishes the scene together by one pixel. Here are the two images.
Without plain:
With plain:
You will probably have to download the images and switch between them a few times to see the problem.
Quote: "...1. is that to make the distortion plane only visible when needed."
It will be used a lot, and with this method I am using it becomes difficult to switch between distortion and non-distortion mode.
Quote: "2. Leave the filter on it."
That's how I had it in the beginning, and it does eliminate the current problem I am having, but then the whole game becomes blurred/not focused, and I didn't like the look of it then
Quote: "3. Size it down to fit the area only necessary for the effect (this way a much lower resolution is enough, which requires much less calculation)."
Quote: "4. You should modify the UV data as well, so it shows only the required part of the screen according to its position."
Quote: "5. And with blend mapping, texture it with only the required part of the screen, plus a B&W radial gradient map as alpha."
That I also considered, but a usual game can have up to 20 distortions at one time, which will slow down the whole game if I had 20 plains then (Or do you mean just stretch the plain over the area I require at the moment?).
Quote: "(6. ..and a not technical advice, yepp, make it slower!) "
Hehe xD Everyone said that, so I made it slower now
Thanks a lot for your advice Quel!
TheComet