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Humm ya using box blur for bloom or gaussian blur? Your blur look pretty different compared to our blur. (check the Rabbit Engine thread at Tools forum) When we use bloom in our engine the fps goes down almost by half. Our bloom is pretty simple: Render to texture (with FBO) Down sample 1/4 of the screen Horizonal blur pass Vertical blur pass Combine
Creates pretty nice and strong bloom... Though box blur aint the best for bloom...
This uses a variant of a Poisson blur, with some number tweaking. It definitely doesn't cut the framerate in half. 4 pass shader with 8 samples each, two passes for horizontal and two for vertical. The render to texture is done to a full-screen sized quad, A6 has some serious issues with square textures for RTT since a 6.31. I'd normally use a 256x256 or 512x512 texture. This bloom here has nothing to do with our engine. Our engine is still in the structural phase, so we aren't even rendering anything yet. Lots of work goes into designing an efficient and well designed framework. And I work a fulltime job in game design, so I definitely don't have the most time in the world.
-Rhuarc
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