   "Wider" Bloom
  Hi all, I've been making demos using FFP...cause I feel completely comfortable with it...so lately I made a bloom demo and verlet physics combined..but it never looked great..anyway..here's some screenshot.The question..I need the brighter part to "bleed" over the silhouette of the object..blur it more doesn't help..can anyone point me to the right direction...and please dont tell me to use shader..Im not used to it yet..1).Bloom1  2).Bloom2
  I want to play your demo!How are you doing the bloom now?Presumably you're drawing some kind of bright passed texture over the screen with an increasing scale to expand the bright areas over the neighboring areas.But if you could be more specific, so could i.   ;  Ok, if you want to download the demo, unnhhh I forgot the link to my file...I'll get to it later. basically, this is how I do the bloom effect1. Copy screen to texture2. Blur it using OGL Mipmapping features3. Draw scene normally4. Overlay with the texture.5. DoneI'll get to it later....But if you want the older demo, fine, I'll post the older demo. The older demo hasn't been tweaked(unlike the newer), so it may look not as good as the new one. I left my newer demo at home, and now I live far away from home (boarding school).Anyway, here is the file.....no virus or trojans(Im not hacker)Ooopsss quick guide of how to play it1. Up left down right control the vehicle2. Enter activate Booster3. F pull the car up to the high sky4. F1 = reset car F2 = activate AI mode F3 = activate free cam5. F11 = wireframe the car6. F12 = to see the verlet particle arrangement.WARNING!! THe car will broke(the particles go bananas) if they have too big impact. Try to pull the car, and let it fall down(hopefully it will reconstruct its body), or better, press F1.Anyway, I hope you enjoy the demo and I'd like to hear how it runs in your PC.Regards,Triad Prague   ;  Mip-mapping and down sampling is simply not good for this.Down-scale with the factor of 0.5, but you have to compose the bloom image multiple times on top of the scene, with offsets. this might be helpful.weights I used:float filter[5][5] = {0.00, 0.08, 0.15, 0.08, 0.00,0.08, 0.35, 0.50, 0.35, 0.08,0.15, 0.50, 1.00, 0.50, 0.15,0.08, 0.35, 0.50, 0.35, 0.08,0.00, 0.08, 0.15, 0.08, 0.00};The offsets between the passes are three pixels.And you should render only the bright stuff into the bloom texture, otherwise you'll simply get a blur.   ;  I would take your blur texture, and not mip map it but draw it as is mulitple times over the screen. each time increase the texture coordinates so that the image is scaled up with each successive draw.Areas near the blur where the texture is drawn many times will appear most bright and fade out to the final size and opacity of the last draw.That being said, you can just increase the final size to control the blur over distance.   ;  Well, thx for your replies, Id improve it later...as Im busy now.thx for the help guys, anyway, bzroom, whaddaya think about the verlet physics? it sucks, doesnt it?   ;Quote:Original post by Triad_pragueI need the brighter part to "bleed" over the silhouette of the object..blur it more doesn't help..Is this HDR? I assume not as you said your not using shaders. I'm not 100% but I believe HDR is somewhat required for nice bloom. Bluring isn't helping because your using a low dynamic range of colors, when you blur it loses its brightness very fast. think about mixing in a little HDR, it doesn't have to be a full HDR solution but just parts where you want to blur.This does require shaders I'm afraid.Write a shader that does everyhting as normal but multiplies the normal color(from a texture or wherever its coming from) by some given factor (like 10). This will then do "Make this thing I'm rendering now 10 times brighter".1) Setup a render target which can support HDR (what are you using for graphics?).2) Render everything non-bright to the target as you normally would3) Render all the bright bits using that shader4) Blur the texture.5) This part I'm not sure of, its where you use the brightness of the final image to map it back into the low dynamic range and render it to the back buffer.;  I played the demo. It's impressive. However at high speed the car is practically undriveable. It always wants to spin around and end up going backwards. You may have an error in your equations causing this instability that you are masking with some kind of damping. I couldn't really tell where the verlet structure was even after displaying it. But i did notice that the wheel debug geometry was not rotating with the wheels. That aside, i assumed that there was some kind of moving mass representing the wheels. This mass appears to be high and is retaining too much gyroscopic properties. They have so much mass and inertia that when the vehicle attempts to turn them, they resist causing the vehicle to spin out.If you can figure out the high speed instability problem then the demo would be very pleasing. The graphics and suspension behavior of the car is nice, the added features of AI and auto flip over (though i think you could make this more consistent) are a nice touch.   