Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Raven2001 on September 07, 2010, 08:45:47 am

Title: Bloom Adjustments for Beams and Backgrounds
Post by: Raven2001 on September 07, 2010, 08:45:47 am
I usually have my bloom set somewhat high (200). However, at this level, the backgrounds and beams loose a lot of definition and over-expose, so to speak.

Is there any way that I can turn off or tone down the bloom effect only for the BG's and Beam weaponry?
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: pecenipicek on September 07, 2010, 08:50:12 am
no
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: General Battuta on September 07, 2010, 08:52:05 am
Postprocessing is sort of an orphaned feature right now. We would love to, for example, get control over skybox bloom, but it isn't in the cards.
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: The E on September 07, 2010, 08:53:01 am
To elaborate, Bloom and other post-processing effects are applied on the entire framebuffer. There is currently no way to exclude objects from processing.
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: Raven2001 on September 07, 2010, 09:08:08 am
Allrighty, thanks for the heads up on this :)

Any plans to make it so in the future?
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: General Battuta on September 07, 2010, 09:12:13 am
Not unless we get a coder who knows how to work with PP.
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: Raven2001 on September 07, 2010, 09:45:41 am
Ok, thanks a lot for the info :)
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: DaBrain on September 07, 2010, 12:15:36 pm
Just to answer the question, it should be possible to exclude the background from the bloom.

However we would have to use a different shader for the background.


Think of it as a mask. Some elements are added to the mask others aren't.
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: The E on September 07, 2010, 12:20:37 pm
Which would require a rewrite of the shader system to separate background rendering from foreground objects.

Now, one thing I have been thinking about would be to extend the shader pipeline in order to do multiple rendering passes (that is, separate lighting/texture/post passes). But I have just been reading the necessary documentation for two days, so don't get your hopes up.
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: DaBrain on September 07, 2010, 01:44:30 pm
From what I understand you can have the shaders write into a frame buffer, which can be used for the area the bloom will be applied to and simply don't have the shader from the backgrount not write into the buffer.



... then again I'm not a coder, so don't rely on what I say. ;)
Title: Re: Bloom Adjustments for Beams and Backgrounds
Post by: The E on September 07, 2010, 01:48:08 pm
Well, as Taylor just said elsewhere, it's not going to happen anytime soon anyway due to performance considerations.