updated bloomfilter with source

Community Forums/Showcase/updated bloomfilter with source

Bouncer(Posted 2005) [#1]
Someone asked me for a bloomfilter so here is mine with few updates. It's now using multitexturing + multiply 2x to get the effect done... and still uses a slightly modified textureblurring routine from SSwift.

The source is kind of mess and you maybe have to mess with some of it to get the effect you want... but I'll put it here if someone has use for it...

www.rippedsoftware.com/bloomfilter.zip

You can play with a few parameters in the test program.


Dock(Posted 2005) [#2]
Excellent, thanks Bouncer! Much appreciated!


TheMan(Posted 2005) [#3]
Thanks Bouncer , Cool effect


jfk EO-11110(Posted 2005) [#4]
yeah, thanks a lot.


Who was John Galt?(Posted 2005) [#5]
Nice one m8 - was wondering how u got those effects.


MadJack(Posted 2005) [#6]
(Just to be a wet blanket)

- hopefully BMax's 3d engine will allow for this sort of fx to be done without having to resort to rendering stacks of quads etc..


Bouncer(Posted 2005) [#7]
Yeah... It's a bit waste to do it like this. But currently in B3D there's no other way than tricks like this. It would run much better if done in pixelshader on never hardware.


MadJack(Posted 2005) [#8]
Bouncer

As an extra, if you run your initial render through a two quad stack (top quad set to add, bottom set to multiply), before blurring, you can filter out some of the non-bright areas of your render image (sort of like bumping up the contrast/turning down the brightness).


Ruz(Posted 2005) [#9]
looks cool