Glow renders over everything

<cite>@thetoucher said:</cite> terrain is simple perlin noise octaves... "zblur effect" is my "physical camera" shader, thanks =)

i know perlin but perlin noise octaves ???
i mean it is really nice, it looks like metabals aglomeration or something
what is the main difference between the jme zblur shader and your camera shader ?
just curious

The terrain is done roughly the same as outlined in GPU Gems 3 : Chapter 1. Generating Complex Procedural Terrains Using the GPU.

<cite>@curtisnewton said:</cite> what is the main difference between the jme zblur shader and your camera shader ?

There isn’t really a main difference, they both work similarly, I’ve just incorporated a bunch of subtle tweaks and added some more control.

<cite>@thetoucher said:</cite> The terrain is done roughly the same as outlined in GPU Gems 3 : Chapter 1. Generating Complex Procedural Terrains Using the GPU.

There isn’t really a main difference, they both work similarly, I’ve just incorporated a bunch of subtle tweaks and added some more control.

it is actually my nth attempt to use the dof filter, but i still have the same issue, the zblur scale parameter is the onlyone that i can change with an effect, the range and dist parameters dont change anything
that’s why i ask
are you from belgium ?

<cite>@curtisnewton said:</cite> it is actually my nth attempt to use the dof filter, but i still have the same issue, the zblur scale parameter is the onlyone that i can change with an effect, the range and dist parameters dont change anything

I find that odd, this is nothing but the DOF filter with some controls added so I can change the values in real-time.

… and no, not from Belgium, I’m an Aussie.

<cite>@thetoucher said:</cite> I find that odd, this is nothing but the DOF filter with some controls added so I can change the values in real-time.

… and no, not from Belgium, I’m an Aussie.

yes strange

i tried it in many different apps i made, at different times through the last years and the whole screen is blured without nuance regarding the z buffer
donno…

thx anyway

thought of belgium cos of the smurf :slight_smile:

try adding some real time controls so you can tweak each value while your app is running, it’s too hard to notice subtle differences if you have to fire up your app each time.

@curtisnewton said: yes strange

i tried it in many different apps i made, at different times through the last years and the whole screen is blured without nuance regarding the z buffer
donno…

thx anyway

thought of belgium cos of the smurf :slight_smile:

You’d have to show us how you setup your post processor. The DoF filter works fine for me.

<cite>@pspeed said:</cite> You'd have to show us how you setup your post processor. The DoF filter works fine for me.

ok i finaly could make it work
something to do with the glow shader (when on , the problem occurs)

how can i achieve both effects?

do i have add them to the same FilterPostProcessor ?

<cite>@pspeed said:</cite> You'd have to show us how you setup your post processor. The DoF filter works fine for me.

ok for those interested

i managed to make it work by adding the bloom and dof filter to the same FilterPostProcessor
i also create the glow before the dof filter (althought i havent tried the other way around)

I have bit similar problem - for me, if I enable BloomFilter, all translucent objects are rendered on top of rest of the things, seemingly ignoring z-buffer. Of course, depth test is enabled - and if I remove BloomFilter, everything works ok.

What is interesting is that none of the objects have glow color or glow map in this case…

EDIT:
And it was caused by lack of TranslucentBucketFilter added to the scene…