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 crazy

I have a question about the new bmap_zbuffer function and d3d_antialias.
Its an easy question smile
How does it work?

Lite-C Code:
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:
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? smile

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

Last edited by zwecklos; 07/09/08 01:42.