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OpenGL Bloom effect on opengl

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Centurion    100
What's the best way ? In some articles i found there is such method as copy all glowing objects rendered from eye-sight into texture, blur it and draw again overscreen. It's probably the only way, but there is always missing a part how to blur it fast etc. Lot of games i saw use glowing and it works fast enough. Anyone who tried glowing could give some tips, or probably a sample code ? I mean exactly what is called bloom-effect. [Edited by - Centurion on November 6, 2006 1:26:27 PM]

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zedzeek    528
see gamasutra + nvidia dev website they have examples
what u normally do
is first blur out the render buffer horizontally
+ then use that as the texture input + blur that vertically
repeat this ~3-4 times and then draw the texture over the screen fullsize

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darkprophet    122
Actually, if you look at the rendermonkey example of blur, it does a jitter blur, that gives better looking blur and its cheaper than a seperable blur...

Regarding HDR, its a way to preserve high contrast between low colours (dark grays/black) and how colours (white). Again, see nvidia dev kit + gamasutra + article on gamedev somewhere about HDR...


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Centurion    100
HDR is high dynamic resolution, is just a more detailed textures covering all details in dark and bright lighing, read about it from the guy who "invented" it -

What is redmonkey blur and where to find it ? ^^
I just need some examples, not a complex manuals covering how rendering will be made by green-colored aliens that will visit earth ten centures in future.

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Centurion    100
If i get you right you are talking about tutorial 36. That's not a bloom effect, not even a blur. It's radial blur, making thing looks like they have some light behind them. And i'm need just a blur effect that looks like scene lost focus. Or a complete bloom code, if anyone knows where to find one )

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