Hi all,

I tried all the morning today. But I donīt get it. I am using this bloom shader:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/691334/page/0/fpart/all/vc/1

THE PROBLEM: The bloom shader works very well at the resolution of 640x480.

I tried to implement the shader my games, and with the default resolution 640x480 everything works perfect. But if I switch the resolution the shader view looks different as the camera view. Itīs not totally different but somehow itīs not working right.
To correct that I changed that in the wdl:
starter map_glow()
{
glow_quad_view.ambient=100;
glow_quad_view.transparent=on;
glow_quad_view.visible=on;
glow_quad_view.alpha=100;

glow_quad_view.material=screen_glow;
GlowCamera.bmap=bmap_for_entity(glow_quad_view,0);
while(1)
{
proc_late();
// if(game_state){glow_quad_view.visible=on;}else{glow_quad_view.visible=off;}
if(myflags&mflg1)
{
vec_set(GlowCamera.x,camera.x);
vec_set(GlowCamera.pan,camera.pan);
} else {
GlowCamera.size_x=screen_size.x;
GlowCamera.size_y=screen_size.y;
if(video_mode == 6)
{
glow_quad_view.scale_x = 1;
glow_quad_view.scale_y = 1;
glow_quad_view.x = 550; // for 128
glow_quad_view.y = 0; // for 128
glow_quad_view.z = 0; // for 128
}
if(video_mode == 7)
{
glow_quad_view.scale_x = 1.25;
glow_quad_view.scale_y = 1.25;
glow_quad_view.x = 550; // for 128
glow_quad_view.y = 0; // for 128
glow_quad_view.z = 0; // for 128
}
if(video_mode == 8)
{
glow_quad_view.scale_x = 1.6;
glow_quad_view.scale_y = 1.6;
glow_quad_view.x = 2550; // for 128
glow_quad_view.y = 0; // for 128
glow_quad_view.z = 0; // for 128
}
if(video_mode == 9)
{
glow_quad_view.scale_x = 2;
glow_quad_view.scale_y = 2.133;
glow_quad_view.x = 550; // for 128
glow_quad_view.y = 0; // for 128
glow_quad_view.z = 0; // for 128
}
myflags &= ~mflg1;
}
wait(1);
}
}

But that doesnt help. And I donīt know why. Thanks for help.

Remarks: The lfag gets set in the main function when I change the rsolution. You donīt realy need that flag, but I used it, so this is done only once instead of every frame)


:L