Author Topic: OpenGL Bloom/Glow/glare effect w/o shaders....  (Read 16803 times)

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Offline relsoft

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Hi guys, I've developed an OpenGL bloom effect w/o shaders (my card can't handle the stress of shaders and nvemulate crawls when I use it).  Can you guys test this is this actually works on your system? the only non-standard stuff I'm using here is the render to texture trick.  I would appreciate if you could post your specs especially the vid card.  The oldest card I could find that this effect did not work is an s3 16mb PCI. :*)


Yeah, the demo is a bullet-hell system similar to strikers 1945 bosses. :*)

SPACE to toggle bloom.


Thanks!!!

If someone wants to know How I did the bullet effect, I could post some source. :*)


This would be useful for our current kart game, Lights in tunnels, neon lights, etc :*)

I've included an attachment and a screenie.:*)

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Offline Stonemonkey

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #1 on: June 30, 2006 »
Works fine here Relsoft, amd@1.7, radeon 9600

Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #2 on: June 30, 2006 »
Did you notice something when you pressed space?

thanks!!
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Offline Stonemonkey

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #3 on: June 30, 2006 »
Yep, the glow around the things was switched on and off.

Offline Clyde

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #4 on: June 30, 2006 »
I noticed a small change in the colours. but didnt see too much of a glow.
Ran nice and smooth, P4 2.66Gz  Nvidia GF5500
Still Putting The IT Into Gravy
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Offline Tetra

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #5 on: June 30, 2006 »
Ran fine on my machine too, AMD XP 1.1GHz,  GT 6600.

The glow toggle also worked ok.
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Offline Shockwave

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #6 on: June 30, 2006 »
Radeon X300 SE Worked fine, glow looked nice, if a little faint, toggled on and off.
I like that emitter routine.
Shockwave ^ Codigos
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Offline Rbz

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #7 on: June 30, 2006 »
Works fine here, exactly like your screenshot.

P4 2.8 Ghz 512MB
GeForce 6600GT 128MB
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Offline Ghost^BHT

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #8 on: July 01, 2006 »
glow/bloom is pretty  dim, but it's there.

Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #9 on: July 01, 2006 »
Thanks guys. the glow's intensity is controllable. :*)  I wanted a "very" subtle glow instead of your usual glow.  Trying to emulate how the thing would look on a dark room on a TV. :*)
 O0
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Offline Shockwave

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #10 on: July 01, 2006 »
You know what this put me in mind of something from my childhood.
There was a console called the Vectrex, I don't know if you've ever heard of it.



I bet you could make a really good conversion of this game using that bloom effect.
Nb. the game was called minestorm.
Shockwave ^ Codigos
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Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #11 on: July 05, 2006 »
wow!!! that's what  I am trying to emulate. :*)

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Offline Jim

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #12 on: July 05, 2006 »
Nice original effect, what inspired the blobs?
Jim
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Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #13 on: July 05, 2006 »
Nice original effect, what inspired the blobs?
Jim

Kenta cho. :*)
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Offline Shockwave

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #14 on: July 05, 2006 »
Did you have a Vectrex Rel?
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Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #15 on: July 06, 2006 »
nope. Never seen vectrex. :*(
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Offline Shockwave

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #16 on: July 06, 2006 »
It was a cool console, at the time people were buying ZX81 and C= Vic 20's!
The vectrex had vector graphics and a cool built in display.
Unfortunately it only had one good game (Minestorm) and you couldn't program it so it failed. Your bloom effect reminds me of the glow of the special monitor that came with the Vectex!
Shockwave ^ Codigos
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Offline Zamaster

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #17 on: July 15, 2006 »
dude, imagine fighting that thing... ouch

Offline relsoft

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #18 on: July 15, 2006 »
BTW, in my spare time, I added some things to this demo.

But basically the project this probably will evolve into is a bullet hell manipulation engine.

A turret and barrage type with parameters you could change to change the AI of the bullethell.

Right now, the engine could handle trikers 1945, raiden, etc type patterns. changing from one pattern to another is could be accomplished by parameters and making new curtain-types could be done by the user. Imagination is the limit. :*)
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Offline Shockwave

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Re: OpenGL Bloom/Glow/glare effect w/o shaders....
« Reply #19 on: July 15, 2006 »
It would make a really amazing and devistating end of level boss for a shoot 'em up that's for sure!
Shockwave ^ Codigos
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