Crystal Space
Welcome, Guest. Please login or register.
October 25, 2014, 12:44:42 pm

Login with username, password and session length
Search:     Advanced search
9011 Posts in 2044 Topics by 8828 Members
Latest Member: Saikjanna
* Home Help Search Login Register
+  Crystal Space
|-+  Crystal Space Development
| |-+  General Crystal Space Discussion
| | |-+  Help me implement bloom effect
« previous next »
Pages: [1] Print
Author Topic: Help me implement bloom effect  (Read 1629 times)
Posts: 3

View Profile Email
« on: April 26, 2006, 05:34:28 pm »

I have and idea to implement some post effect like bloom, blur...
Standard instruction of this kind is:
  - Render this scene
  - Render/capture this scene to texture
  - Draw back this texture with effect to window clip with specify shader.
I done two first steps, when implement last step, I don't understand how CS shader system work  (I'm very new to CS), how I can draw one texture with specific shader (in this example is cg shader), and done by code, not by define in world scene. And this shader is only access to one texture and render target.
Thanks for advance.
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 4.141 seconds with 16 queries.