#1 Members - Reputation: 673
Posted 16 November 2012 - 04:05 PM
btw. I'm using OpenGL.
#2 Members - Reputation: 840
Posted 16 November 2012 - 07:51 PM
Love DAOC? Tryout my DAOC clone: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip
#3 Members - Reputation: 673
Posted 16 November 2012 - 10:15 PM
Can you post the pixelshader for your bloom effect? Is there a threshold you can increase for the blooming? It seems like many pixels in your new skybox are brighter (closer to (1,1,1,1) ) and trigger the blooming threshold because of that.
Yes it does have a threshold (even controllable from the in game GUI). However changing the threshold would affect everything not just the skybox. Anyway here is my code:
#version 120
uniform sampler2D color_texture;
uniform float level;
varying vec2 vTexCoord;
void main(void)
{
vec4 sample = texture2D(color_texture, vTexCoord);
if((0.2126*sample.r) + (0.7152*sample.g) + (0.0722*sample.b) > level)
{
float brightenRatio = 1.0 / max(max(sample.r, sample.g), sample.b);
sample.r *= brightenRatio;
sample.g *= brightenRatio;
sample.b *= brightenRatio;
}
else
{
sample.r = 0.0;
sample.g = 0.0;
sample.b = 0.0;
}
sample.a = (0.2126*sample.r) + (0.7152*sample.g) + (0.0722*sample.b);
gl_FragColor = sample;
}
I think I have a solution though, I can do a masked blend when I compose the final image and whatever pixels are skybox will not be copied onto the new image.
#5 Members - Reputation: 640
Posted 17 November 2012 - 04:37 AM
blooming the sky is an intutive way to make a homogenous look to the effect. but your artists will likely want more control over what the player sees, even in the extremely bright sky.
We haven't added masking yet, but we want to. we want to mask other post effects.
#6 Members - Reputation: 1122
Posted 17 November 2012 - 06:46 AM
Can't you simply lower the brightness of the sky so it's more adjusted to the rest of the scene before blooming?
#7 Members - Reputation: 922
Posted 18 November 2012 - 07:42 PM
#8 Members - Reputation: 190
Posted 19 November 2012 - 11:48 AM






