Hi dear Conitec,
First of all I want to thank you for the latest update.
Many new features and all of them are just amazing

I have a question about the new bmap_zbuffer function and d3d_antialias.
Its an easy question

How does it work?
Lite-C Code:
MATERIAL* mtlBloom =
{
effect = "pp_bloom.fx"; // The effect file containing the postprocessing shader.
//flags = AUTORELOAD; // allows to edit the shader at runtime
}
VIEW* viewBloom =
{
material = mtlBloom; // use the shader
flags = PROCESS_TARGET; // process the previous view's render target
}
function main()
{
video_mode = 8; // screen size 1024x768
video_screen = 1;
video_depth = 32; // 32 bit colour D3D mode
d3d_antialias = 4;
wait(1);
camera.stage = viewBloom;
bmap_zbuffer(bmap_createblack(1024,768,32));
FX Code:
Texture TargetMap;
sampler2D g_samSrcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear; };
float4 vecViewPort;
float4 vecSkill1;
float4 postprocessing_bloom(float2 Tex : TEXCOORD0) : COLOR0
{
float facBlur = vecSkill1.x + 20;
float4 Color = tex2D( g_samSrcColor, Tex.xy);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur)*0.1;
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*0.2);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*0.3);
return Color / 2.0;
}
technique PostProcess
{
pass p1
{
AlphaBlendEnable = false;
VertexShader = null;
PixelShader = compile ps_2_0 postprocessing_bloom();
}
}
I tried several things to make it work with no success yet.
Do I need to work with render_zbuffer? And when yes, how?

I remember some pp-effects, they were using a transparent view-entity layed on the camera (quad). This worked with bmap_for_entity to render the view on that quad.
Is this the way to go?
Sorry for those dumb questions but I have no idea on how to use it correctly.
I would be pleased to get any informations about how to use bmap_zbuffer and d3d_antialias in the right way.
sincerely
zwecklos