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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
20 Sep 2011 03:02 PM
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Oysi is not online. Oysi
Joined: 06 Jul 2009
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20 Sep 2011 03:11 PM
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arundel is not online. arundel
Joined: 21 Apr 2008
Total Posts: 5762
20 Sep 2011 03:14 PM
For example, find pixels that are brighter than r,g,b=200, then find the outer edges of them, loop through those edges (if you have 100x100 pixels for example, an edge = 100 pixels) and make the pixels around it brighter depending on a certain radius how far away it can be.
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TheCapacitor is not online. TheCapacitor
Joined: 19 Jan 2011
Total Posts: 7045
20 Sep 2011 03:14 PM
gobewy

/trolling
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Nikolas5411 is not online. Nikolas5411
Joined: 03 Apr 2010
Total Posts: 2117
20 Sep 2011 03:18 PM
Bloom?
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HotThoth is not online. HotThoth
Forum Moderator
Joined: 24 Aug 2010
Total Posts: 1176
21 Sep 2011 05:32 PM
Yeah, effectively bloom is basically a blurring of the different bright light sources. I would recommend doing this as a post-processing step over your current rendering of the scene in 2D space (since it's a camera lens artifact you're trying to reproduce). Generally, this is easiest to implement in a shader. So you could do something like have the image you're about to display to the screen, then identify the bright light sources (or wherever you want the bleeding effect), and use a simple gaussian convolution (for which there are some very fast approximations) to add extra blurryness. This new blurry-light-picture you can then apply like a texture.
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mew903 is not online. mew903
Joined: 03 Aug 2008
Total Posts: 22071
21 Sep 2011 05:35 PM
thnx fr tha grammar hotsauce
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