Idea for rendering bloom effects?

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Idea for rendering bloom effects?

Postby pATCheS » Tue Nov 27, 2007 8:27 am

Render a base pass as normal, and then render just the lights/weapons/anything-else-needing-bloom using the depth information from the base pass into another texture. Then just blur that texture in a couple of shader passes (2-pass gaussian or whatever they call it where you blend horizontally and then vertically) and additively blend it on top of the base pass, scaling brightness of the added texture as needed. This way, you only blur the light sources, instead of the whole scene, thereby maintaining high overall contrast and adding a very neat effect.

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Postby -JoFFa- » Tue Nov 27, 2007 9:25 am

it's not a feature request, isn't it?
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Postby karx11erx » Tue Nov 27, 2007 10:41 am

Know what patches? How about doing something yourself instead of tossing smart ideas around and waiting for others (me) to pick them up and do all the work? You keep harrassing me with your bloom for a year now. There will be no "bloom" or "HDR" in D2X-XL. We have glare/coronas, that's pretty nice already.
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Postby Sirius » Tue Nov 27, 2007 11:31 am

Please be aware regarding graphics requests... all the effects in the world do not make a game look better if the underlying art/content is not up to par or does not support them.

Descent uses a cube-based engine and has low-res textures (there are some in high-res now but it's not everything yet); it's always going to have graphics quality issues on some level. Anti-aliasing, filtering and coronas already go quite some way to knocking the graphics quality up towards D3 levels... but for anything ultra-modern you need good art to work with as well, and we don't have the luxury of that.

More on this particular issue, bloom is not a particularly important effect for visual quality... it's a bit of eye-candy, but really, things like fog/ambience/realistic light casting would make a bigger difference, and they have been giving Diedel enough trouble, with the engine the way it is.

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