Hey
Did anyone get the bloom and ansiotropic(I think it’s how it spelled) effect working?
Vivienne
PS. Sorry about so many messages. It’s a lot of things going on at one time.
Hey
Did anyone get the bloom and ansiotropic(I think it’s how it spelled) effect working?
Vivienne
PS. Sorry about so many messages. It’s a lot of things going on at one time.
Hey Vivienne,
Yes, AFAIK Bloom/HDR has been tested since way back on Google groups days.
I think you can test it now with this as or c++ demo.
I’m not sure about Anistropic filtering, I don’t see it on the shader files.
[quote=“rasteron”]Hey Vivienne,
Yes, AFAIK Bloom/HDR has been tested since way back on Google groups days.
I think you can test it now with this as or c++ demo.
I’m not sure about Anistrophic filtering, I don’t see it on the shader files.[/quote]
Ah. Ok
[quote=“rasteron”]Hey Vivienne,
Yes, AFAIK Bloom/HDR has been tested since way back on Google groups days.
I think you can test it now with this as or c++ demo.
I’m not sure about Anistropic filtering, I don’t see it on the shader files.[/quote]
I tried this and I seen no difference. Hmm. Maybe Chris would notice what’s wrong.
[code]/// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
/// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
/// use, but now we just use full screen and default render path configured SetOrthographic ( in the engine command line options
SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent()));
renderer->SetViewport(0, viewport);
SharedPtr<RenderPath> effectRenderPath = viewport->GetRenderPath()->Clone();
effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Bloom.xml"));
/// Make the bloom mixing parameter more pronounced
effectRenderPath->SetShaderParameter("BloomMix", Vector2(0.9f, 0.6f));
effectRenderPath->SetEnabled("Bloom", false);
viewport->SetRenderPath(effectRenderPath);[/code]
In the code that toggles.
[code] /// parameters for debug related command
if(argument[1]==“bloom”)
{
RenderPath* effectRenderPath = GetSubsystem()->GetViewport(0)->GetRenderPath();
effectRenderPath->ToggleEnabled("Bloom");
}
[/code]
Header file
[code] /// The UI’s root UIElement.
SharedPtr uiRoot_;
SharedPtr viewport;
SharedPtr effectRenderPath;
[/code]
Well maybe if you were setting:
To
It would work better
[quote=“franck22000”]Well maybe if you were setting:
To
It would work better [/quote]
I thought that was basically the toggle. Even if the change it did not work.
The example 09_MultipleViewports.as has the bloom effect.
I’ll look at it again. That’s what I based my code from.
I got the bloom effect working. I’ll play with the FXAA ones once I change the source to be Urho 1.32 friendly.