Re: spam.. [message #379529 is a reply to message #379518] |
Fri, 10 April 2009 16:52 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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WTF? How is that even different from overpowered bloom?
nopol10=Nopol=nopol(GSA)
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Re: spam.. [message #379533 is a reply to message #379532] |
Fri, 10 April 2009 17:57 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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madrackz wrote on Fri, 10 April 2009 20:40 |
nopol10 wrote on Fri, 10 April 2009 18:52 | WTF? How is that even different from overpowered bloom?
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I like the overpowered bloom, i already did low down the bloom, and i dont have to enable the bloom for every texture like on shaders.sdb
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Protip: If you need to "enable" bloom on every texture, then you are doing it wrong. Bloom is a post processing effect, which therefore goes in "sceneshaders.sdb" and it's applied to the results of rendering the scene, sort of like an automated photoshopping of a screenshot of the scene. The framework to do this is already entirely in place in scripts 3.4.4.
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Re: spam.. [message #379538 is a reply to message #379536] |
Fri, 10 April 2009 18:10 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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madrackz wrote on Fri, 10 April 2009 21:04 | I dunno how to work with Shaders.SDB. I tryed that before to get the bloom work, but the screen only turend blurry, on Scrins pictures you see only some textures are blurry
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The reason for that is that you just applied the "bloom" shader directly. Bloom is a compound effect requiring a downscale, a low-pass filter, the bloom filters (both V and H), another set of those filters for higher quality, an upscale, and then an additive blend to the original scene.
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