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Posted 11 February 2012 - 06:05 PM
Posted 12 February 2012 - 03:32 AM
Posted 12 February 2012 - 10:46 AM
Good idea, I'll give that a try, thanks!
One way to do it would be to mark your 'glowing' materials in the g-buffer (as you're doing), then copying the diffuse colour of the marked pixels from the g-buffer into the final buffer after the lighting results have been accumulated.
Also a good idea, which I hadn't considered, thanks!
if the lights in the center of the object, why not just flip all your normals?
Posted 12 February 2012 - 02:39 PM
Ultimately though, what I'm currently doing is a temporary hack more than a final solution. I would ultimately like to find a way to have the object glow, but still receive color from other nearby glowing objects. Like it glows a particular color, but you see traces of another color on one side from another object nearby. That is the final result I want, but I don't yet have any idea how to get there.
Posted 12 February 2012 - 04:01 PM
Posted 13 February 2012 - 02:43 AM
final_light = sum_of(diffuse_lights) + sum_of(specular_lights) + emissive_lightIn combination with a bloom effect you get a nice glow effect for these kind of surfaces.