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• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

OpenGL Stopping my skybox from "Blooming out"

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I recently made a new skybox which is brighter than my old one. I have encountered a problem where my bloom shader sees my bright skybox and blurs it beyond recognition. I somehow need to keep the effect where the bright sky bleeds onto the edges of the mountains without my sky exploding onto itself. Anyone have any idea how to prevent this?

btw. I'm using OpenGL.

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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.

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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.[/quote]

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.

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Well don't use if's, because that method looks shitty. There is hard jump from black to white. This is how you make a soft threshold:
 vec3 colorThresholded = max(0.0, color - vec3(threshold)) * (1.0 / threshold); 

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you may want to go so far as to mask the skybox, you may use one of the channels of your GBuffer, or a stencil buffer, or something to indicate which pixels of the screens should be eligible for bloom.

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.

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If you mask out the sky when applying the bloom, the environment will no longer blend into the sky, causing an irregularity around edges.
Can't you simply lower the brightness of the sky so it's more adjusted to the rest of the scene before blooming?

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As an aside, this is why regular bloom sucks as opposed to true HDRi