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OpenGL Bloom/Glow/glare effect w/o shaders....

Started by relsoft, June 30, 2006

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.:] Druid [:.

i want that game back!  it owned on the vectrex :p

ABout your work, it works fine here, including the glow effect
[sheep]: im sure he wants to goto prison.. they didnt get him last time.. he was promised a big cock up his arse.. and no doubt looking forward to it.. lets hope he gets his wish this year.

Shockwave

Did you have a vectrex Druid? :)
If you could find a Vectrex on Ebay I think that the Minestorm game was built into the machine.
Shockwave ^ Codigos
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.:] Druid [:.

I had one.Ã,  It rocked!Ã,  It's now gone, my mother thought it was useless to keep it.Ã,  At that age, I wasn't fighting my parents yet....what a fool I was :)

And yes, that was the game provided..very very adictive!

[sheep]: im sure he wants to goto prison.. they didnt get him last time.. he was promised a big cock up his arse.. and no doubt looking forward to it.. lets hope he gets his wish this year.

Blitz Amateur

Hey Rel,

Works great here, AMD athlon64 3500+, RADEON X800PRO 256mb

DrewPee

A very cool effect - works great on my laptop and it is only a NVidia GFX Go5700!!!!
What is it coded in?

Regards
DrewPee
DrewPee
aka Falcon of The Lost Boyz (Amiga)
Ex-Amiga Coder and Graphic Designer
Administrator of > www.retrocomputermuseum.co.uk

Shockwave

I think it's probably Freebasic Drew.
Shockwave ^ Codigos
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relsoft

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Shockwave

Speaking of which I am going to have to brush up on that before long I think :) Probably I'll be looking at your tutorials first Rel.
Shockwave ^ Codigos
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Voltage

Looks great Rel!  The glow effects work here too.

How are you doing this effect?
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relsoft

1 . Render to texture
2.  Download the frame to system memory
3.  Filter alpha and smooth
4.  rescale and blit over the actual buffer using GL_ADD
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taj

You might save on the blur by rendering to texture in a small screen size first, then rendering scene to normal size window, then rendering with GL_ADD. The hardware should nicely blur for you.
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relsoft

Quote from: taj on September 19, 2006
You might save on the blur by rendering to texture in a small screen size first, then rendering scene to normal size window, then rendering with GL_ADD. The hardware should nicely blur for you.

err, that's what I'm doing.  Texsize = 64 by 64 on a 640 by 480 screen.
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taj

oops sorry dude...I misread the post.
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