Hello guys, i’ve heard about the BloomMode.Objects, but this is not usable because i’d like to use texture bloom on terrain tiles, and since I Have 3 textures applied and its generated I cannot define a bloomMap for the terrain…
is there a way to just disable bloom for 1 object? instead of adding the glow technique to all my materials and defining glow colors or maps?
I just want 1 object to not be glowed, and its the text billboard, the text unreadable with all the bloom applied on it…
In simple terms, you need to render everything, apply the glow filter, then render your text after.
Adding your text to the translucent bucket would be the easiest solution, but it will appear on top of everything. If thats acceptable, then you are done, otherwise i’m not sure if there is an easy way to have proper depth checking for the text. You would need to somehow read from the scene depth texture, and do discarding in a shader for the text yourself, I think. There may be a better way though.
@wezrule said:
Adding your text to the translucent bucket would be the easiest solution, but it will appear on top of everything. If thats acceptable, then you are done, otherwise i'm not sure if there is an easy way to have proper depth checking for the text. You would need to somehow read from the scene depth texture, and do discarding in a shader for the text yourself, I think. There may be a better way though.
Actually, Depth test is working with the translucent bucket too. It's just that it's rendered after everything else.
@navycougar An other solution would be to set the glow color to black on the objects you want to exclude from the effect
Another one would be to remove the Glow technique from the material of non glowing objects (also it woud be the best performance solution because non glowing objects wouldn’t be rendered in the glow pass)
@wezrule said:
I tested it with the glow filter, and it always appears on top though (rendering to the translucent bucket with depth testing set to true)
mhh that's strange, it shoudln't. I'm gonna look into it
heh ok…I just forgot the most important thing.
you need to add a TranslucentBucketFilter at the end of the filter stack so that it handles the translucent bucket render instead of the rendermanager.