bloom effect. - Page 2

bloom effect.

Requests for features in the spring code.

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HoneyFox
Posts: 20
Joined: 01 Aug 2007, 06:44

Re: bloom effect.

Post by HoneyFox »

Actually, i may use it frequently when im watching a replay. At least, this can improve graphic in some extent and may be good for publicization?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: bloom effect.

Post by smoth »

I still like it and would like to see it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: bloom effect.

Post by Forboding Angel »

I agree, a bloom effect would be made of win. Especially since we could customize it.

@smoth, why a gadget (unless oyu didn't want the user to be able to turn it on or off). I can't think of why bloom would need to be synced. Or am I just missing something obvious here?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: bloom effect.

Post by Sheekel »

while we're on the discussion of lua graphics, how about a sun corona?

http://www.combatsim.com/htm/dec98/jpg/ww2-r11b.jpg
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: bloom effect.

Post by Argh »

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: bloom effect.

Post by smoth »

hur hur, I see what you did there argh.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: bloom effect.

Post by Argh »

Who's joking?

That's pretty complete sourcecode, you'd just need to put the fastest bloom examples into widget:DrawScreen() I'd think, with a simple cutoff in Initialize to weed out users who can't user shaders...

I'd do it myself, but meh, I personally hate bloom.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: bloom effect.

Post by REVENGE »

Bloom + HDR ftw.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10452
Joined: 24 Jan 2006, 21:12

Re: bloom effect.

Post by PicassoCT »

There is a Option to end the upcoming GoodFeature vs. BadFeature War:

[V] Activates/Deactivates Bloom
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: bloom effect.

Post by smoth »

it would be a nice option, I think it would help to make spring a more modern engine. Bloom with adjustable strenght would be *VERY NICE*.
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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: bloom effect.

Post by Falcrum »

I agree... Bloom i nice effect ;)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: bloom effect.

Post by Forboding Angel »

Not to be pokey or anything... But would someone please make this? Give it an on/offable button.

Please? I'll put a Krogoth into Evolution if you do :lol:
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: bloom effect.

Post by ironized »

it would look good, when showing your map off..
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: bloom effect.

Post by 1v0ry_k1ng »

bloom in moderation looks good. bloom done over the top ala just cause and other games released when it was first appearing obviously did not look good.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: bloom effect.

Post by Kloot »

Would this be enough bloom for you? ;)

Image
Image
Attachments
Bloom5.jpg
(137.69 KiB) Downloaded 880 times
Bloom0.jpg
(183.81 KiB) Downloaded 858 times
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: bloom effect.

Post by overkill »

NO
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: bloom effect.

Post by Otherside »

needs moa bloom obviously not enuff
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: bloom effect.

Post by Warlord Zsinj »

MOAR

I wonder if you could dynamically change it so that it gets like that during a nuke explosion...
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: bloom effect.

Post by 123vtemp »

Bloom can both improve and degrade an image's appearance.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: bloom effect.

Post by Otherside »

zsinj sup com does that during com deaths sort of
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