Comments (5)
We need to implement FrameBuffer Objects before implementing this.
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Yeah fbo is important for the 2d filters.
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Note that this is a thing based on HDR(see my request).
This is selective blur actually. So you take the rendered texture, subtract bias value from it and than add the resulting color to the rendered texture. This will result in correct HDR-based bloom.
However, you can already kind of fake this in filters. But it still isn't the real thing, because we don't have 16-bit float depth.
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Ok, then lets have HDR for 0.8!
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Since 0.1.2 is out and we have fbos. I would like to see this feature. a buildin glow shader would be faster, than a custom shader or a filter. Nice link: http://docs.cryengine.com/display/SDKDOC2/Glow+Effect
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